Input mapping is on the radar. Thanks for the reminder!
Recent community posts
Thanks for the great feedback, Jonathan.
When you hit the waypoint itself you exploded? Can you give me more details about that? Definitely shouldn't happen.
Coins sometimes orbit the ship... it's technically a bug but I kinda like it so I've kept it in. Undecided at this point.
Fuel continues to go in but there's no indicator... I get that it could be confusing but I basically didn't want to clutter the UI with the fuel ring until it gets low. Was never super happy with it... could probably use an extra indicator, maybe something small.
I like the idea about coins regenerating some gas... interesting to think about... with respect to shooting things offscreen... how do you feel about player bullets only working when they're visible? In other words, they wouldn't work off screen at all.
Online level sharing is a planned feature. From within the game, you'll be able to browse levels that other players have created, download and play them, and upload your own levels to share with others. In the meantime, here's where your levels are saved:
Linux/Mac: ~/.local/share/godot/app_userdata/Gravity/levels Windows: C:\Users\USER\AppData\Roaming\Godot\app_userdata\Gravity\levels
Levels are stored in plain text so they are small and easy to share. You can make a copy and send it to anyone by email, Dropbox, Discord, etc. Then they'll need to save the level on their computer, open the editor, load it, and play it.
The game was designed to be played with a controller and the tutorial covers those controls. But you can also play with the keyboard and mouse. There are two schemes you can use and they're both active all the time:
WASD + mouse
WASD moves your ship in that direction. Left mouse fires, right mouse toggles the tractor beam
Left right arrows rotate ship, up arrow thrusts, spacebar fires, X to toggle tractor beam
Probably this'll get moved into the options menu eventually and you'll be able to configure the controls.
Same as arrows. Can also use Y button to thrust.
- P or Start to pause
- Control-E to enter the level editor
- Control-F to add more fuel (for testing)
- F11 toggles fullscreen
Thanks for participating in this playtest. Please have fun and take your time. Let me know if you run into any issues getting the game or running it either here or on the Discord server. Once you've had a chance to play it, please post your impressions. I'm looking for feedback on:
- sound and music
- level design
- and anything else you think is relevant and would make the game better
Please be honest. I'm open to accepting any feedback and criticism you have. Thanks!
Hey, great looking game! Thanks for letting me try it. I'm running this on an old i5-2500k (2010 vintage) with a GTX 1060 on Ubuntu 18.04.
- Launches fine from itch app
- Launches from direct download
- Keyboard controls work
- Looks good!
- Sounds good!
- I didn't find any bugs at all with the gameplay itself, moving around, destroying the environment, shooting bad guys, flying, jumping etc. All the portals worked, the keys worked, falling off the island. :-)
- Menus all work well, changing options worked, full screen mode worked.
- Great job!
Now, some issues:
Had a little issue with my gamepad. It wasn't detected at first even though the controller works with every game on Steam. I'm using xboxdrv to emulate an Xbox controller. Here's how it's reported by html5gamepad.com:
- Weirdly, it worked fine with your game when I turn off xboxdrv (but then some of my steam games don't work):
The screen shake when those exploding spider things explodes isn't synchronized with the explosion. Feels like it's about a 1/4 second late.
The default gamepad control layout uses X to jump. Since it must be held, it's difficult to aim, jump, and shoot at the same time. I also find it completely unfun to control the camera. I wish the camera would just show me what is important by itself. Some combination of where I'm going and where I'm aiming, weighted towards aiming, would be a good start, I think. In shooters like this, for me, it always feels bad if I have to take my thumbs off the sticks. Like, I just want to shoot stuff non-stop and if I have to stop moving so I can switch weapons or stop aiming to jump, it kills the momentum. It's great that you can remap the controls but losing two buttons to the camera is rough.
I think the depth of field blur is too strong and it's distracting. Here's a couple of examples, both involve not being able to see where I'm looking. First, my landing spot is blurry:
And I can't see enemies down field. Even when they're at the edge of weapon range they're slightly blurry.
I'll keep playing and report back later!
I think sim city style games are fascinating. Something about tiny worlds and tiny people and tiny cows. It's definitely on my list of achievements to make a chill sim sandbox game like this one.
Nice tower defense with a unique theme. It's fun! Some sound effects and UI polish would make this a complete game. Once I got a few upgraded flame throwers at the entrance it seems like you can go on forever. Just peeked in the other tab... I'm at 5th quarter, 9th down and a big red stain at the entrance. A few of the fast ones make it to my third flame thrower. :-)
I liked it. Sort of like Pac Man. Doing a maze game like this in such a small resolution is hard. I think I might have ramped up the difficulty more slowly by starting with fewer batteries. I liked the ape sound effects!
Looks great. The explosions especially with the shrapnel and smoke trails were very good. It was fun but a little too difficult for me. I think it would be an improvement to increase the fire rate and reduce the force of gravity slightly.
I tried the .love version and I got an error:
sounds.lua:74: attempt to call method 'getDuration' (a nil value)
sounds.lua:74: in function 'checkBGMTimerAndTransition'
main.lua:153: in function 'update'
[C]: in function 'xpcall'
I have Love 0.9.1
That's a pretty cool game. It's like Sim City but card based. It would definitely benefit from a tutorial. Additional building types and animated people and cars would be nice touches. My first play through I started in a corner and ended up really quickly in a situation where I couldn't place any cards and was just stuck. Next time I started in the center and it worked out much better. I actually really liked it. With some nice music it could be a very relaxing solitaire city builder. Nice job!
I liked it. Got stuck on level 23. I liked the smaller levels best where you could plan out everything in advance. The big ones where you couldn't see the whole level felt like it was game of chance. Really liked the graphics, glow effects, particles... looked and felt really nice.
Cool game! I once worked on a prototype similar to this except the goal was to drop the blocks in such a way that an AI controlled character could climb the blocks to safety. The blocks were always sinking into water so you tried to keep placing blocks so that the climber could keep climbing forever.