Physics is fun. Breaking stuff is fun. Therefore, a game about breaking stuff with physics is fun.
Controls feel pretty tight. Not sure about air velocity. I think having a bit of verticality would go a very long way in your game. I am imagining hold a balloon or something to make the robot lighter so you can cross gaps. There's lots of potential there for levels.
As for the actual property damage mechanic I have no idea what was "worth" more or less. I think the helper bots were worth a ton and it was fun to mess with them.
I got destroyed when I aggroed the giant block robot that dude hurts lol.
The only bug I ran in to was when I first started the game and I was messing with stuff, I went over to the knife rack and picked one up and the game went into a bullet-time mode? I didn't really understand how to get out of it even after letting go of the knife it was still in bullet-time slowmo until I paused and unpaused and it got rid of it.
Cool sandbox. I am sure you can find a way to make it work as a full product.
thanks or playing, yea knives were a mess in that build i was scrambling to get it out, i'm putting out an updated build shortly that fixes most of the issues people were encountering on this one. i could display a small price tag number over each item above the "grab" icon for more price transparency. the help-u bots are worth 8000$ dollars each i just estimated what the items would be worth lol.
Please finish this one. Also let me know if you need any sound design. This has a lot of "satisfaction" potential with the audio as well as the visuals and such.
I have an idea that might make the swing direction feel more accurate. Maybe instead of locking in the direction the moment you press left click it will continue to take the mouse input and update the direction for a brief time after clicking, and then lock in. I imagine that could solve the issue of trying to play quickly and, perhaps with less experience, not very deliberately setting the direction *before* clicking. I think it's easy to feel like you're doing it but perhaps you're doing the mouse motion and clicking more like at the same time, and it gives you an "inaccurate" result.
>I have an idea that might make the swing direction feel more accurate. Maybe instead of locking in the direction the moment you press left click it will continue to take the mouse input and update the direction for a brief time after clicking, and then lock in.
i actually had this implemented before but broke it right before the build im definetly including it next time around. basically if you spam left click he will just quickly swing back and forth between the chosen swing vector. i want the pace of the bat swinging to be deliberate and methodical but i will include more basic QoL stuff. there were some very good suggestions in this vid thanks a lot for your LP's
i don't understand how to reach some of the higher up places
the "boss" seems unbeatable? at least i can't see any clear indicator of it receiving damage. also it gets all wonky after i send it on the ground and can't get back up.
theres some trickier flipping moves, and wall jumping you can do i'll explain how to do those things more in an update hopefully with a tutorial. the boss requires 3 solid hits to his body to die
I would say rolling around feels reasonably fun already. Swinging the bat into things could pack a bit more oomph. Same goes for throwing object: They fly kinda painfully slow, I would expect my robot arms to pack more power.
Caught the GY!BE reference on the help-u.
Keep it up, this seems like it will be fun in proper levels.
yea improving the bat physics and impact feel are my top priority right now, im also going to do a big overhaul on the throwing mechanic and improve the animations and sound. i'll probably have right tap for a quick toss and hold right click for a charge and hold toss that goes farther.
Comments
Ok we might have something here.
Physics is fun. Breaking stuff is fun. Therefore, a game about breaking stuff with physics is fun.
Controls feel pretty tight. Not sure about air velocity. I think having a bit of verticality would go a very long way in your game. I am imagining hold a balloon or something to make the robot lighter so you can cross gaps. There's lots of potential there for levels.
As for the actual property damage mechanic I have no idea what was "worth" more or less. I think the helper bots were worth a ton and it was fun to mess with them.
I got destroyed when I aggroed the giant block robot that dude hurts lol.
The only bug I ran in to was when I first started the game and I was messing with stuff, I went over to the knife rack and picked one up and the game went into a bullet-time mode? I didn't really understand how to get out of it even after letting go of the knife it was still in bullet-time slowmo until I paused and unpaused and it got rid of it.
Cool sandbox. I am sure you can find a way to make it work as a full product.
thanks or playing, yea knives were a mess in that build i was scrambling to get it out, i'm putting out an updated build shortly that fixes most of the issues people were encountering on this one. i could display a small price tag number over each item above the "grab" icon for more price transparency. the help-u bots are worth 8000$ dollars each i just estimated what the items would be worth lol.
Breaking shit is fun. Sound effects are nice already and the soft body physics are sweet.
I have an idea that might make the swing direction feel more accurate. Maybe instead of locking in the direction the moment you press left click it will continue to take the mouse input and update the direction for a brief time after clicking, and then lock in. I imagine that could solve the issue of trying to play quickly and, perhaps with less experience, not very deliberately setting the direction *before* clicking. I think it's easy to feel like you're doing it but perhaps you're doing the mouse motion and clicking more like at the same time, and it gives you an "inaccurate" result.
>I have an idea that might make the swing direction feel more accurate. Maybe instead of locking in the direction the moment you press left click it will continue to take the mouse input and update the direction for a brief time after clicking, and then lock in.
i actually had this implemented before but broke it right before the build im definetly including it next time around. basically if you spam left click he will just quickly swing back and forth between the chosen swing vector. i want the pace of the bat swinging to be deliberate and methodical but i will include more basic QoL stuff. there were some very good suggestions in this vid thanks a lot for your LP's
had a lot of fun.
i don't understand how to reach some of the higher up places
the "boss" seems unbeatable? at least i can't see any clear indicator of it receiving damage.
also it gets all wonky after i send it on the ground and can't get back up.
theres some trickier flipping moves, and wall jumping you can do i'll explain how to do those things more in an update hopefully with a tutorial. the boss requires 3 solid hits to his body to die
Destruction_Metal_Pole_L_Wave_2_0_0.wav https://www.twitch.tv/videos/2293335968
I would say rolling around feels reasonably fun already. Swinging the bat into things could pack a bit more oomph. Same goes for throwing object: They fly kinda painfully slow, I would expect my robot arms to pack more power.
Caught the GY!BE reference on the help-u.
Keep it up, this seems like it will be fun in proper levels.
yea improving the bat physics and impact feel are my top priority right now, im also going to do a big overhaul on the throwing mechanic and improve the animations and sound. i'll probably have right tap for a quick toss and hold right click for a charge and hold toss that goes farther.
with his arms outstretched ;)