Hey thanks again for replying. Sure I'll give it a go (found it mentioned on Indie game Bundles. I'm an old head when it comes to games, but it's not like titles such as Castlevania SOTN or FF7 didn't have a lot to keep track of. My criti1que really shouldn't go directly towards your game, just what I happened to see in the gaming space where everyone seems to want to add cards or rouguelikes to extend the playtime and variety. But I get it for some. That seems to be what many younger people in this generation enjoy. Outside of that, I liked the visuals of the game you built and hope they continue to get refined. That and possibly the pace is quickened - at least based on what I saw in the trailer.
jmandmc
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Hi there - thanks for replying. I guess these types of games aren't that appealing to me - deckbuilding, roguelite (I know that genre is not in the game) - stuff like that. It just feels like everyone is doing this...it slows down the action and needlessly complicates the game, having to focus on these cards, chips and crafting.
Games like this don't feel much like games to me.
In any case, it's not as if my statements will change your desire to build your game however you want. It's just my opinion. Deckbuilders - like rouguelikes and likes are regarded as easier to build for smaller developers with maximum replayability. As a result you see them everywhere.
I'll be honest...this seemed like an interesting title until deckbuilding was mentioned. This seems like a totally unncessary feature of a game that hardly suits the base genre you started with - just tacked on so it matches what's trendy now, which is "deckbuilding" and "roguelite". I wish people would have more confidence in their own creations to drop some of the gimmicks.
Why not allow the players to gain those special powers through gameplay, to level up over time instead of throwing cards at everything?
Oh that is awesome! I was struggling to play the .0.7.7 original and time trial beta as I couldn't wrap my head around the drift mechanic assigned to one trigger. I think that anyone familiar with F-Zero will appreciate having drift on both, and it just feels natural. Thanks for the consideration! I'm following your KS and will back it when it launches. Sprite scaler games are such a treat to see when done authentically, and the Power Drift inspiration is strong here.
This game is begging for drift on both triggers. That is, drift left using the left trigger and right using right trigger. Or just drift using either trigger so anyone used to one way or another can do as they please.
It feels so odd drifting left using the right trigger, and vice versa. Every time I had to drift, it didn't feel right when the trigger I was pressing didn't represent the turn I was making. I love the concept of this game, but if the devs are reading it, I really hope they do something like that.