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DaveKap

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A member registered Jun 21, 2016 · View creator page →

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Let's go point by point here and talk facts.

The new tutorial: I believe this was rebuilt in order to alleviate the problems that were seen when new streamers came to the game. I saw a few people get confused about what to do and just never come back to the game. The idea is that forcing people to go through the steps means they'll *have* to do the actions to learn the actions. However, this only works for a certain kind of person and most of the people who have already played plenty of VotV *aren't* that kind of person. The "locked in place" bit of the tutorial is only very specific steps which you *can* skip if you know ahead of time not to click on certain question marks. In the end, I agree that a "I know how to play" version of the tutorial is needed though, tbh, with the amount of things to learn in this game, I don't really know what the best way of building a tutorial for this game is... and I say that as a game dev! Shit's hard. I don't think the current tutorial *is* the answer but I don't have much of a better one.

I don't like having to do stupid puzzles when before I just pressed a button: This is why there's a toggle on the save to turn the puzzles on or off. Personally, I got so fast at math (sub 4 seconds!) that I find the new puzzles refreshing but I also love that there's an option to turn the ones you don't like off. That'll be me and pipe game. It's easy but the controls for it make it a slog to play.

I don't like buying fuses that die immediately: This is a bug and I don't think the gameplay aspect of it is very interesting in this version. I assume something more interesting about the fuses will eventually get added in.

I don't like paying for batteries to drive my ATV that breaks down and needs tires now: This seems to have come from the fact that the ATV upgrades add so much QoL... I think MrDrNose may have wanted to rebalance the starting point of the ATV to be more detrimental so the upgrade path was longer and felt more rewarding. I, too, think the ATV battery is in a bad state but I could see it *eventually* being something more fun and interesting if, say, neutral-rolling the ATV recharged it or some other method of recharging it was available. Early game, 150 points for a replacement battery feels like entirely too much and I say that as a guy who sells all the trash on 2 floors of the base for 2k points. As for tires and other maintenance, I could see this stuff becoming interesting down the line but if you're a heavy ATV user early game, it does need rebalance work. Maybe if it comes with a spare and you've got a couple more in the utility closet alongside some ATV batteries (like how 8.2c added a bunch of stuff to the upstairs utility room) this could all be resolved as "feeling bad" to "feeling like something to prepare for in the later game."

I don't like spending forever triangulating a signal only for it to vanish: This is a couple of things. First, you gotta realize you can't fail signals anymore, which means some other bit of this has to be the failure/challenge. That's where "if you're too slow, it disappears" comes in; it is the new challenge which can also be upgraded via multiple pathways as you get money and pay for the upgrades. Secondly, signals sell worse than trash in the early game. I believe you're not really supposed to do signals until you do the *other* things you can do to make money, use that money to upgrade your stuff, then get signals rolling. Also keep in mind that there are bugs related to those towers breaking too much.

It isn't more skill based its just more annoying: It's annoying early on, I agree, but it does feel more skill based than the previous method because you're balancing "which radars do you drag vs call to your location" as you're balancing out actions against the cooldowns. It's a game of speed that you can fail but at least when you get it all done on time, you're guaranteed a signal instead of an RNG failure like before.

I don't like having my floppy drive fail 100 times in a row to gather the hash codes: This is another one that I think is supposed to be upgraded-related. Stability discs seem to not be present anymore but I could see their return if they were multi-use and prevented the hash code failure. Turning the management of satellites from "up or down" to "maintaining a health that lets you do your work faster" greatly interests me and I believe is the direction this is going... but once again, the starting point is simply too much to wait for. I think this little bit could easily see some rebalancing before the stable 0.9 release.

Most of all I hate hate hate HATE the new controls. They're insanely clunky and are a massive downgrade. What was wrong with the ALT key giving me ALTernate states of action? At the very least the game NEEDS a legacy controls toggle: I'm with you on this 100%. I completely understand why the new scheme exists (it's because of user testing and seeing people be unable to understand the ALT method on top of seeing constant problems trying to interact with multiple objects that have a different # of interaction choices and how it resets your interaction choice) but for everyone who has played for a long time or prefers to not have to hold keys down for single-shot actions, we should have been given the choice to revert. Personally, I think the true answer is adding "hold" "double tap" and "modifier" key bindings, which is a massive undertaking but one I always champion in games that have more than 5 controls to worry about. If I can just replace "hold R" with "T" I'd do that in a heartbeat. That being said, this shadow drop seems like the perfect moment to see "hmm, is this really better?" With the outcry over it, I'm curious to see how the stable release responds.

In any case, the point of all of this is (hopefully) a reasonable explanation for why things ended up the way they did and a hopeful outlook in where it means the direction of this game is going.

I'm a night driver, I find it more fun!

Been wondering the same thing about the ATV battery. Can I recharge that thing or am I paying 150 bucks every 3 days just to drive my ATV around?

I do have to comment on this because it irks me as a game designer: The new controls are not bad but they also aren't an end-all be-all for how this game should control. "Hold vs Tap" is a large part of accessibility control bindings as much as "Use modifier key" is. What we're really doing here is swapping from one system to another in a world where both systems should be optional because it boils down to what the player is able to do within their physical limitations; aka accessibility.

There is an argument to be made about those of us who have played for hundreds of hours and are used to one system over the other but we need to set that aside and understand that there are simply people who have an easier time separating actions based on "Use modifier" instead of "Hold vs tap." If I played 500 hours of the game using the new hold controls and then was forced into changing to the modifier control, I would be elated because I personally prefer *never* having to hold a key down if I don't have to, as keeping a muscle engaged that is typically not engaged is how some people get inflammation. This is why I'll be on the forefront of complaining when any game doesn't have a toggle crouch, toggle ADS, or toggle sprint option. BTW, where's toggle sprint in VotV? ;)

In any case, I know a modder is already likely going to look into this, so hold your breath and keep an eye on the Thunderstore.

Is the funny setting gone for good? Are the things enabled by the funny setting still available?

The "no fall damage" extra option is now gone. Is there a way to re-enable it?

Thanks for the help!

It is.

Yeah the buckets in the game are all buggy as heck. I think Nose acknowledged that he doesn't know what's up with them but has received the reports. I actually had a bucket get lodged into my computer console in 0.6.3 that caused audio issues for an hour until it successfully dislodged itself. Now, all buckets are kill-on-sight for me.

Anyway, the roaches do need some kind of bug fix (ha) when anything over 100 roaches is causing framerate issues, even when not in sight and being rendered. I have to believe it's something to do with their AI calculations but I do not know.

Comically enough, in 0.6.3 I had the same thing happen in the walls of my shower. I called them the wall roaches and I ate them with glee. I did, however, need to limit my roaches down to 75 to get my frames back from 50 to 120 where they belong.

He is Russian furry so no life

Has to be the funniest comment I've read in a long time.

Keep up the good work MrDrNose.

Seriously, you should put the soundtrack up on Bandcamp. I really love the music in this game.

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I've just released the Windows/Mac/Linux version of my game, IncrediMarble, to itch.io!

IncrediMarble is a fairly straight-forward, physics-based idle/incremental game. You build plastic slides, earn money rolling marbles through them, then spend the money upgrading and building more slides! Creativity can lead to better earnings but it's really just nice to sit back and be mesmerized by the marbles rolling around. The game is technically still in Early Access, as I have been fixing bugs and adding features while trying to ensure all three desktop platforms are running smoothly. The game also has Twitch integration, allowing your stream audience to place their names on marbles set up for racing.

I missed most of the Summer Sale (I don't think I'm even listed in the search correctly yet) so I decided to launch with a discount that will last until July 8th. You can find the game here: https://davekap.itch.io/incredimarble

There is also a sandbox DLC which allows you to play a version of the game without any earnings or upgrades, allowing you to treat the game purely as a toy, or construction kit, while also making it easier to build wacky stuff for marble racing on livestreams. You can find that here: https://davekap.itch.io/incredimarble-sandbox-mode

I'm still trying to build up better marketing for the game, meaning this is a slightly outdated video showing the game off. The only major difference is there are now more slides and a slightly better UI.

There's also an old prototype of the game here, if that interests you: https://davekap.itch.io/incredimarble-demo

Let me know what you think and thanks for checking it out!

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FYI getting 10 oil power plants breaks the window size on my 1080 screen, forcing scroll bars to show up and things to get scrunched together.

This is amazing. Allow me to list what I love:

  • I LOVE that I can make the trains go so fast they fly off the rails.
  • I LOVE causing collisions. Let's face it, that's what we always really wanted to do with our train sets.
  • I LOVE that you can first person the trains.
  • I LOVE that you can make them launch off the rails and do jumps.
  • I LOVE the basic premise of this game!

Things I want in order of high priority to low priority:

  • I need the ability to have more than one train controller. Let me just duplicate them like I can duplicate everything else?
  • I want the ability to link cars behind the train engine.
  • I want a track that is a ramp with the end of it is going up at a 30 or 45 degree angle with the proper connecting tracks for the other side, one which holds the angle and one which puts it back to a flat angle.
  • I want to set the gravity (the low gravity is fun but I want to make it heavier.)
  • I want a window out the front of the blue engine.
  • Maybe the ability to have the train magnetize to the track so it can't fly off the rails no matter what gets in its way.
  • I want the ability to re-center myself or move around the area so I can play from my seat without having to use the full play space to get around the table.
  • Different tables?
  • How about a chair? Plop the chair down and you can first person into it for an unobstructed view of the train set from the point of view of a tiny person on the table.
  • Get rid of the "battery" thing. No need for perfect simulation here!
Keep up the amazing work. Looking forward to a Steam release. ;)