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General Xenon

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A member registered Dec 30, 2020 · View creator page →

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Hey, thanks for the feedback.  I'm not sure what issue you were running into as the hitboxes are actually pretty high definition for both the rings and the rockets, and in both cases, they're slightly smaller than what they are representing.

Other than bug fixes and small considerations like menus, the next significant thing on the list for me is fixing the camera.

As for release, I'm not sure if the game has the interest to justify releasing it right now.  I'm going to continue to work on it, but it's not a focus right now.  I'm going to attempt to add some things which generate some real interest on social media and on the Steam Wishlist, and until then, I'm mostly focused on refining the way the vehicle controls.

Thanks for the feedback!  If you're familiar with vehicle cameras in games, there are camera-led systems and then basically everything else.

Because I envisioned a sweaty speedrun-type game, I always felt that camera-led wasn't the way to go.  However, I did want to imitate that effect, for the reason that when you're turning left in a car, you look left so that you know what you're turning into, and then your look evens out as the turn completes.

Maybe you didn't notice, but the first person camera should have had the same look-ahead behavior as the third person camera...

If you're interested, there are a lot of camera settings you can tweak, and you can mess around with this look ahead behavior as well [see the tooltips].

hey, is this game supposed to capture the mouse?  or capture mouse movement after it leaves the window?  or wrap the mouse around to the other side of the window?

not working for me in the Brave Browser.  so I'm stuck with wherever my mouse happens to be in the window when the run starts, mouse isn't captured, and cursor is visible.

Have you figured it out?

Thank you.

(2 edits)

You're very welcome.

I'm starting to see how the Firestater for example is more skilled against multiple enemies.  I've said my bit, it's on you to try to keep them relatively balanced, even if they're hugely advantageous in different situations.  If people are disagreeing about which classes are viable than you're doing pretty well.

>RP explanation
Thanks.  This was actually my question at the 32 minute mark I believe.  Pretty funny all the goblins yelling right when I was asking a question.  So when you say that I spend it on skills, does my main skill require RP?  Do any skills (for the fighter)?

>relax explanation
It would be nice if this explanation was in game.  Another example of something I was clueless about was "En. Armor +1" Enchanted armor +1??

>colorblind
Your call.  I just think a 'make the game look like poo for the current life' is no good.

>charge skill
Got it, so I still need to slash my weapons when using the charge.

>second weapon
I figured this out soon after the video I think.  I mostly go with shields.

>getting killed
Yeah.  I mostly was trying to get that one juicy bag I think, although now I know you only have one chance for the lootbag.

>slow moving
I think the issue with walking was that it exposed some weird camera jitter.

>Hits +2
Is the text tied to the functional performance of skills/attacks/weapons?  This is tricky, but maybe "Max Targets +2" would properly convey that there is a target limit for the charge attack.

One last thing, a single mechanical issue I found that I didn't mention in my playthrough is getting stuck on walls.  If I'm walking diagonally into a wall that's behind me, if most of my direction was towards the wall, I wouldn't move.  This was rather frustrating when running away and fighting at the same time.

Thanks.  I guess I'll change the text to 'select course difficulty' although that might have trouble fitting.  Superman 64 was an immediate comparison someone else brought up, not really lore.

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Ok I get it now.  I was rapid clicking (to reel, right?  I caught at least two fish this way) hence why it was nigh impossible.  Maybe put (hold) next to the instruction for reel.  Maybe I have the controls wrong but I was spamming the reel button.

Yeah, I read the tips.  I even followed that advice to the letter.  Used pulls to get their stamina to basically 0, them spammed click to reel.  Progress was inconsistent and I couldn't tell whether the focus was on pulling them to the right, or pulling them up, but with both the yellow and the blue fish I got to the point where you'd think I'd be dominating but I wasn't.  I can record a quick video if you want.

(4 edits)

I left you a feedback video.  Watching this over I realize that my voice is pretty quiet at times (and the mic is picking up game audio too...).  Let me know if there's a certain segment you're curious about and I'll type up to clarify.

Anyway, one of my complaints was about not knowing what Dex and Int were/were for, but I just realized you can mouseover to check, so I guess that's fine.

D-does this count as fan art?

I definitely agree that flying around and through obstacles (including the landscape) is great fun.  Thanks for your feedback, very helpful.

By chance did you try any of the Daunting courses?  That is actually the 'normal' difficulty for the game, and although it requires a ton of skill, I do find it to be very fun.  Does your complaint hold the same weight when playing those levels?  Perhaps the Plebeian courses were too easy for you (if you're good at the game they certainly won't be fun with the Jewel Bean cart).

Also, were you Superman 64 anon all along?  If so thank you for playing my game and commenting.

  • like the look and especially the sound of this game
  • don't like the lack of threat.  played for about 12 minutes and never felt remotely threatened by any enemies.  I could easily eat anyone or throw an egg at them.  it's been a few days since I've played, but did I even have a health bar?
  • for keyboard and mouse controls, could a click be used for the tongue?  seems like it would make a lot more sense than spacebar and the combination of IJKL keys to aim since mouse position + click is perfect for aim and shoot.
  • liked the music and graphics, especially the actions of the character during fishing
  • did not like the difficulty.  I gave this two playthroughs, and I think I finished with 100 both times.  catching the blue fish became consistent (after I read the instructions) but still took probably over two minutes.  the yellow fish seemed impossible.  never got the red fish bite.  maybe I just suck
  • I guess this is just a little demo that will be part of a bigger game, but unless I missed something obvious I had to exit through the task manager.
  • I appreciate the challenge and I would enjoy having to master this to get 1000 points in 5 minutes.

I'm hoping to make levels/courses with more dedicated props when I enter the content creation phase in earnest.  But in terms of making more of a course, in a 6DoF setting, that would need to be a cave (functionally, not aesthetically); enclosed on all sides at all times.  Is there something I'm missing here?

Got it, I'll remove them.

I'm going to take a look at tightening up the beginner vehicles.

There's going to be a big refactor of how crashing works.  The current system is just based on an impulse being greater than a certain amount, but I need to implement a shield that can sustain a few hits as well as recharge.  I'm not sure if you had any collisions that weren't explosions, but those are also rather annoying as you black out due to excessive rotation.  There's much to be improved.

Mouse controls are actually easier/more accurate than a controller for most purposes (no deadzone, more precise)...  

This looks sick, gonna have to give it a shot.

Thanks!

Are you against flashing notifications altogether?  I like to call attention to certain notifications.  As for the seizure warning, that's why I say exit via the task manager but maybe some of the flashes are over the top.  Should I just tone down the brightness?  Quickness?  Get rid of them altogether?

Was the floaty rotation note made during the rotation segment of the tutorial?  I turn off the camera leading for that segment because it confuses people about which direction they're turning.  Hopefully it felt a bit better after that.

As for hitting rings.. I'm torn.  On one hand I want feedback to the player that they were that close (people often think they passed through a ring when they missed it altogether, hitting the ring at least tells you that you were close).

General control tightness: this is a tough one.  I'm going to key in on more feedback in this area because I spent ages trying to find ideal angular and linear damping (something that felt like you had a lot of control, but also wasn't cheaply tight), and the chariot you start out with (Jewel Bean) is buffed on the angular damping significantly.  I can actually increase its linear damping as well...

Sorry for the verbose reply, I'll have to check your game soon and return the favor!

Thanks for the feedback.  The menus will receive a big visual update soon, the visuals for them are totally placeholder.  AI racers are definitely planned.

I'm trying to decide what the next priority should be between 1) online competitive play, 2) online leaderboard, and 3) AI competitors.

Just FYI the sections labeled 'Network Records' and 'Network Laps' aren't actually pulling records from online yet.