Thank you! really glad you two enjoyed the game so much!
More stuff for the characters would be cool! If I go back to working on this game, I'd love to add that to the new feature list :)
Recent community posts
I'm honestly not sure if I will.
If I'm going to go back to this project I would want to restructure a lot of things. This was my first 3D game, so I was learning a ton as I went.
But it would be nice to one day go back to it, maybe create a lvl editor so it can grow on its own :)
For now, I don't know. I got a couple of other projects I'm working on right now so want to finish them first.
Ok, think I get what's happening.
Some levels, like Bouncer, have the "Reset To Box" feature disabled.
This isn't a bug, but a big design flaw as it's not communicated in any way more than that the UI doesn't show the respawn hint.
This is something that should have been fixed for the final prototype build (latest build).
Not having Reset To Box should never make a level unplayable though.
Thank you for the feedback, I've added this to the design feature fix list!
nice uuh "multiplayer" session, that Billy guy is not to mess with.
Not sure how he can reach the arrow keys, but hey! He does have some mad skills, that's for sure.
Glad you liked the game! :P
It's a good idea, that's for sure. Customization is always nice to have.
It is something that I want to implement, but there are just so many other things that need to be prioritized as of right now.
But who knows, it might happen down the line :)
Oh man! Thank you so much!
I had to have a bit of a think before replying but I think I've come up with a concept based on your feedback that should do the job.
Here's what I'm thinking. You could save the camera's y rotation and then send that to be used as the y rotation
used in the reset script that's on the box.
That way the box should always face away from the camera when you reset.
Was really interesting to think about this, I've tried coming up with something to fix this problems in the past,
but the code always end up sort of odd and not really as flexible as I'd want it to be.
But I've never realized that I can use the camera as a reference point, so this was a breath of fresh air!
Thank you so much for your feedback, really appreciate you taking the time to contact me about this.
Oh wow, thank you. Super cool that you enjoy the game so much!
Good food for thought as well, I'll add it in my notes right away :)
I had no idea ps4 controllers worked. I haven't been able to try out
compatibility with ps4 controllers yet. So that's super nice news!
What Operating System are you on?
I've been making some changes to that track just now. It should be a bit more fair in the next patch.
I'm doing a ton of research on adding online multiplayer, can't promise anything this early but I am experimenting with it.
Thank you for the kind words!
As you said in the video, playing with a controller is so much nicer.
It's really hard to translate these types of controls to keyboard and get them to feel as good.
It's defensively something I will need to work more on.
It was really cool and informative to see a lets player make it through the full Campaign.
Got lots of little notes from just that alone.
Also, holy crap! I think you're the only lets player I've seen actually land a grind!
Figured since you're studying programming that seeing the solution I did might be interesting.
Here's a snippet from that code (C#)
Basically, I just have a bool set to true if the player has finished.
If they have, I just don't Allow the player to reset.
Your solution was a good idea, this does basically the same thing.
But instead of disabling the button I disable a part of the function.
if (hasFinished == true)
//Reset the timer
if (Input.GetButtonDown("P1_ResetToStart") || Input.GetKeyDown(KeyCode.Q))
currentTime = 0f;
I noticed the bug with the pause menu last night and fixed it straight away, so it will be fine on the next version. Thank you for the heads up though! :)
I'm sorry to hear you find the campaign levels boring. I'll be focusing mainly on them now for a short while. I do want to make more of the other tracks as well, but there are some core features that will need more work first. But don't worry, I think the core of the game is almost done, and after that I can hammer out levels a lot faster!
The basics of the fame is still being hammed out, and adding customization is a very big thing. I do however have an idea of what I would like to do with that, but at this stage I can't really promise anything as it will more then likely be quite some time till it's time to tackle that.
But yeah, I agree . the game would do good with some customization. Customization is always a good thing :)
Thank you for your feedback
Glad you like it!
It might be some more time before I feel it has enough content and features to
be ready for Steam GreenLight though (If it's still a thing at that point).
If nothing, I have no intentions of leaving itch.io :)
Personally I think that it's always good to give the player the choice to play a track made for 2+ on their own.
While communicating that it's not recommended to do so is great,
but to flat out ban it just leaves a bad taste in my mouth.
I really want the player to have that freedom.
Good point! The controller support is super basic atm and definitely something I'll be adding onto.
But what if someone wants to player a 2-4 player track on their own?
Maybe there could be a 'recommended amount of players' thing instead?