Sorry I am not accepting music at the moment because I do not have the funds to pay anybody.
Doing work for free would be unacceptable.
ItsMirror
Creator of
Recent community posts
Thank you for the feedback
-Deadzone options will be added once I get keybinds and stuff setup
-You need to hold down the action button to speed up text boxes. I could also make it A if there's a lot of demand
-Yes that's a typo
-The game has only been tested on 16:9 because its the only display I have. Can you post a screen shot on how that looks?
Thank you for trying out the game.
I will be reworking the pinball controls for an update that'll add options to invert camera X and Y axis.
It seems like that is currently the largest issue at the moment. Camera inversion is a strange thing because standards have changed for both axis since the 90s so its been hard for me to fully determine which style players would prefer by default.
Edit as for the pinball bug - I'll make sure to fix that, too. Thanks for catching that.
Thank you for the feedback.
I will change the mouse pointer to only be captured when the window is active, good call.
An options menu to invert both axis will be added down the line. I may add a temporary UI solution soon down the line because its a highly requested feature.
For gameplay and controls. My plan is to add simple tutorial playground area that teaches the player the basics on controls before the first level. As I feel it would be hard to cram tutorials everywhere into such a small level that already has a lot going on.
Buttons prompts are designed with an Xbox controller in mind. I am unsure if Stadia uses different standards compared to Xbox so the icons may be different.
For the pinball controls does R2/L2 (or left/right mouse button on keyboard) for each flipper sound better? I think that would work better as a more accurate pinball experience. Not sure what I could bind the launcher to, maybe holding down?
Thank you for taking the time to play the game.
For the camera I am planning on having both X and Y axis inversions options in the controls setup menu (it isn't finished yet).
As for the moveset - I wanted something that can allow you to traverse to anywhere at a fairly decent pace in more open environments such as this first level. I am planning to balance out the moveset with tighter and more precise platforming challenges down the line.
I do think that increasing the gravity would help as things feel a bit floaty at the moment.
