Having pressed S more then three times I felt overpowered, godlike and omnipotent, it's not often that I get such pure joy out of holdng the left button.
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I know what you mean, it becomes easier knowing where they're coming from with a bigger planet, at the same time helping new players... oh I know!
You start on a bigger planet and after every wave the planet shrinks.
Yeah the max value was much better the second time round, I'd even times it by one a half tbh.
Awesome! Thanks for playing the game.
I took notes of your ideas and issues you mentioned, should there be an update I'll incorporate them.
I especially liked the idea of shoes higher up in the air that would essentialy give jumping a reason. Kinda obvious now that I think about it, though it hadn't occured to me at all beforehand.
Thanks again, enjoyed watching the stream!
Mate, you fixed it indeed! I would say the top sensitivity could be even faster, my gaming mouse at the max sensitivity was just right.
A fun game by all means, well done! I would have liked a planet with more visibility, perhaps higher FOV or a bigger planet would do the trick there.
Happy to hear you loved the graphics! Looked well shit at first.
- Now thats an interesting remark! Waiting a bit before sending the items away sounds good. I'll try it out!
- Yes. Sadly the ui curve messed with the input location, working on a fix. Name can be changed, but a fair amount of trial and error with a pinch or pure luck is required. I understand this is undesirable, but I was a big fan of the Curve so I decided to leave it in.
- mhm! I hear you there. Do you think a different colour and a cheerful sound effect, underlining that it's an achievement would help?
Thanks for the feedback! Appreciate your input very much as always.
Yeah the UI curve moved the pixels but not the input map, Im working out a solution. There have been some superb ideas on this message board alone!
I fully agree on the speed, I've also thought about adding a new kind of pickup tht would make you pick up speed faster.
Ouch, sorry to hear the transitions didn't line up with physics! I'll be looking into that.
Thanks for the feedback! I appreciate that you took your time to leave your thoughts here for me, very valuable.
Celantro is a made up name I came up with, it has no links to the vegetable either haha.
The idea of starting with either a higher speed of the speed up being faster sounds very good! Thanks for the tip!The shake you mentioned, should only occur for 2 seconds, was that so?
Gravity that's not just down but centered to a small planet? Well done! Sadly unplayable even with the mouse sensitivity slider - version as the highest setting was still too slow and had to do too much mouse handling to look anywhere :(
Enjoyed the overall feel, graphics and weapon RMB also music gave emotionn which was fantastic.
What a pleasant surprise. I found your use of the theme to be absolutely spot on! You've used it in an original way that incorporates a fun mechanic which is easy to understand and fun to play.
I must add, at the beginning you see nothing but a level, not knowing what the mechanic, and controls are you are forced to figure it out yourself, also you only get to see the intro AFTER you've succceeded at that, I loved it! Very cool.
Not bad! That soluion would work indeed!
Stoked you enjoyed the character concept! It had actually been a drawing I had done a long time ago and been meaning to implement it ever since! Yes, extra modes, colours, new tracks. So much potential right?
Much obliged for your feedback! I would like to ask, what would be the first you'd change/implement(apart fomr the mouse, that's a must)?
Aw man! I was really going for an experience, super glad it paid off to a degree. With extra particle effects in front of the camera and constant (slight) camera shake the full speed will become even more satisfying.
Thanks for the detailed feedback, and I gotta say that I think you hit the nail on the head here. I agree with everything you said.
New kinds of maps and modes have been thought of indeed, I also want to implement multiple rings at different height that you can jump between. Have considered a straight way approach but it being the most common approach decided no to pursue the idea for the jam though I might implement it at a later date too. The minimalistic graphical approach would give nicely into it as well.
Mouse sensitivity accompanied with a Camera Smooth* slider are on my to do list, where the camera smooth slider would influence the speed of interpolation. These are also options I will expose in the pause menu as well.
Apart from mouse not reappearing wehn hitting Q I fond the game fun for the little beginning it was. A prequel and tbh I was excited for episode 2 by the time I got to the end!
Use of fancy 3D materials was awesome, character possession felt good and I also thought the length was just right.
The thoroughly enjoyed smiting my enemies. Though a big bad dragon I felt just and powerful!
Picking up coins was fun though I felt the aiming mechanic could have been more... satisfying. It was rather stiff.
I will second what the others have said in regards to the experience. Although the game is simple, it felt good. Character movement and the camera one too both played very nicely and had a relatively polished feel, graphics wise the style was simple yet sufficient and easy on the eyes.
Yeah, I spent a good amount of time trying to figure out how to apply the same shader I was using to curve the ui, to mouse input, sadly I couldn't find a way yet though I'm still looking. Glad you liked it and thanks for the feedback!
glad you enjoyed playing it! The shader that curves the screen doesn't apply the same curve to mouse input and because of that all mouse button input events are moved off slightly. I put in a setting to turn off the curve in case people wanted to a more linear experience. Thanks for the feedback!
Hey Yusdacra! Thanks for reaching out, I was learning how to use butler at that point and all the builds are up to date although the versions don't line up reason being I pushed the windows build three times whilst learning and then knowing what I was doing I pushed the others only once..
Have you tried running it? Looking forward to any of the bugs you may have found! Be sure to let me know so that I can get to fixin' em for the next update, which I'm very excited about as atm it looks like the base of ZeroNet functionality will be in by then! Woot.
Hello MagixRage! I'm Krystof one of the organisers of the Godot Wild Jam! Congrats on tieing for the first place. As a matter of fact you get to receive a Godot Wild T-shirt as a prize! Is there a place I can contact you for details?
Let me know thanks!
Reading the PDF with more information on the game's background was not only a mesmerising experience but also an intriguing look into the mind of the creator and how you've linked the unique 1950's aesthetic. The game needless to say, was fun and fresh. I hope to see more gems like this from you!
How are you liking the beta so far? Encountered any nasty bugs?
The game's looking fine so far. Is it just me or do the missiles come out of the thrusters? Haven't seen that very often, unique.