Good to know... I think there's tablet or two around the office, I'll try one out and see if I can reproduce. Glad we got it figured out.
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You can also control the mouse pointer in the weapons workbench with the joystick... Do you have a joystick plugged in that might be active? It feels like this could be the culprit. The mouse works everywhere else right?
If not, I'm sure I can put in an option to ignore all joystick input. In the mean time, happy to refund your purchase until we figure it out.
Due to some issues with some players getting errors when certian internet functions were unavailable, we've pushed a 1.11 branch to beta (and itch.io) for testing and rolled back the current version to 1.0.2. Itch users can play either version on Windows. Once we know 1.1 is stable we'll play catch-up with the macOS versions.
We apologize for any lack of bounty hunting that this has caused.
If you have Steam installed (which I know may be a dirty word here) it will use the Big Picture mode resolution, so you can just set it once. Our engine doesn't support resolution switching, but we'll put in a feature request.
That's right, SKIPCHASER is leaving Early Access June 4th, after about 16 months and 40+ public builds. The second Release Candidate is currently in public beta and we will spend the upcoming weekend playing and bug fixing for a Tuesday launch.
The price will remain at $4.99 USD (or local equivalent) and has 10 missions spanning 60+ levels. Our best guess at gameplay is probably 7 to 8 hours before the missions start recycling.
I do development sometimes on my Macbook Air and it runs fine at the native 1280x720 screen resolution at 60FPS. If you hook it into a 4k monitor it will lag, but at lower resolutions it's fine.
We even had a build running on a iPad Air at GDC with a bluetooth controller. :)
We wrapped the #LudumDare38 game jam a couple of weeks ago and are back at SKIPCHASER Update #5. Almost half-way to the full release. Act 1 polish and the stat of Act 2 content is on the way, as well as a few new features including the Armor Workbench...
No promises on how much of this will get pulled into the next release, but we're excited to keep the ball rolling. We also getting a decent ammount of feedback on what we can be doing better, so keep the bug/feature reports coming.
If you can't wait for this next release, check out our free jam game Flat Earths for a little multiplayer action!
Not much to say. Oh wait, we added a whole new mechanic called "skipping." It's a bullet-time effect that allows you to teleport into a local space nearby the player. You can hold the "skip" as long as you want to plan your next course of action.
Also, as usual we've added more content...
- Updated particle systems
- Skip transition effect
- Auto-frameskipping for slower systems
- DOOM-like face damage in HUD
- Weapon re-balancing
- Ability to stun enemies
- ...and much, much more
Have fun, and as always feedback in the forums helps us make the game better.
Hey, y'all! We fixed the "Winner" screen that wasn't updating after multiple rounds and fixed the character select screen order, so you get the player you picked. Ooopsie. (Another ooopsie, we broke the clock... That's fixed now too.)
If you are reviewing us for the Ludum Dare Jam, just pretend that the end screen is still way messed up.