Recent community posts
hm, this time i tried playing the game stopped working when i picked up the shortsword and wouldn't accept any inputs..
was in browser, i'll try the download version next.
i definitely think that jump should not be a thing if it just drains stamina for no gain, there's too many buttons already.
i really liked this.
haven't played a racing game with the controls all being on the stick, but it felt very natural to me
good camera when cornering, i was into having to fight a bit against the turns to maintain speed while drifting.
great job on this.
at first i thought it was a bit op to just get reload speed (still might be tbh) then I died to the boss and was like, ah I need some movement speed too. then i started understanding the powers and realised there was a lot of smart things in this game.
the gun enemies you need to shoot also giving you back ammo is super smart. slowing down for a bit after shooting to make it a bit committal, also smart.
time to give it another go
I like the idea of low and high shooting, with crouching effecting that, but having to press a height, then press shoot is really quite awkward.
Might work well instead with trigger to shoot low, bumper to shoot high.
edit: playing a bit more, its very awkward that to aim high you press Y, but pressing Y when already up makes you put your gun away, means its super easy to put your gun away by accident
this is real nice would definitely make for some abstract exploration game. or a race game
i made it to the purple blocks in the 2nd level, didn't figure out what to, am i supposed to fly through the little holes and keep going up?
also i couldn't figure out the goal of the first level.
will give this another go later as i'm into it
I really enjoyed this game.
The movement was great, gliding landing repeating was great stuff.
The loose but fast water skiing felt fantastic once you start combining it with jumping and gliding for more precision.
I loved the bizzare aesthetic and vibes
only flaw is the movement doesn't work well with precision platforming, but there were only a couple moments when the game made you do that.
Thank you very much :) your game is also super impressive.
having 4 of us is obviously a huge advantage.
planning for like 2 or 3 hours straight before working felt like it helped a lot. and keeping all the first days code super clean was great, as its what everything else was based off (day 3's code was disgusting lol)
I'd highly recommend learning realtimeCSG if you're planning on doing anything 3d, it makes it so much quicker. here's a clip of it I took from our stream https://www.twitch.tv/footnotesforthefuture/clip/BrainyGleamingDillHumbleLife-7U...
i was also thinking (and also didn't discuss) having vines go down from the trap to the entrance, as people are going to be looking at the floor anyway
and making the stairs from the trap less steep, so you can actually see them from the initial start point
Thanks for the review
We've been thinking about how to lead people better into the corridor after the first trap for our next build. Just making it less open seems so obvious now you've said it haha