Any and all feedback is welcome here. This should be a free space to post thoughts, and feelings, as well as jam on concepts or ideas for future iterations.
Recent community posts
If you find any bugs please share here, and I'll address as soon as possible.
Please provide a screenshot or gif if possible or relevent.
In order of importance bugs can be categorized as:
- Game breaking
- Input related
Figured I'd start a high score thread / leaderboard. In my experience, once you get it, you kind of get it, and it just becomes an endurance test. Nonetheless, here's my first go at a long run.
Idk about 45 minute guy down there, but this thing took me a good couple hours. I've not played a "souls-like" so learning how to move and fight and stuff took me a bit longer...
I love the shadows and I think the art is a multi-dimensional masterpiece ;)
Easy Follow, looking forward to updates.
Also I ran this on a 2013 MacBook with an Intel 4k graphics card with 1.5gb ram. Main ram was 8Gb. So pretty old machine. Most of the game ran fine, except the main menu and intro animations were pretty rough. While the main menu and intro were beautiful, it might be nice to set the graphics resolution before starting so I can get a good frame rate and really appreciate the water :)
Also one bug was clicking Continue after completing the demo, I walked among the corpses of my fallen fo, and most if not all of the pickups had re-spawned so I'm super stacked on white pills for the next update ;)
Hey thanks. I think you really hit the nail on the head with the unpredicatability... I have a build staged here which will go live on itch when rating ends and which does it's best to smooth out those rough turns.
I also think going procedural could be extremely powerful. And with some recent upgrades to the rail editor, I think this might be achievable in the near future.
If you are interested in doing any development for Rail Rider, please feel free to check out the github
I played easy mode with a Mouse
I had to force myself to stop playing after 100k.
Will come back. As I commented on the game page, this is an excellent cross between an osu-esque rhythm game and an fps aim trainer.
Who did the music?
Have you considered turning the windmill thingy's into an audience crowdsurfing a singer or something?
Also what is happening during the explosion in the air? It's a little unclear. Is the ball changing properties in some way or is it purely visual?
How are some people getting 10K?
Will update if I can beat 4k
Appreciate the gamepad support and fast delivery. Still ~14 hours to go.
Very subtle take on the theme.
Also appreciate the choice to draw the gamepad from the perspective you might see if someone was showing you. Thought it was an interesting little choice.
Rotations is nuts. It does take a while to get a grasp of controls and mechanics.
Visuals are understood at first glance. The option to disable post is nice.
How did you get the ball to be gold like it is in the gif?
Not really, in fact, playing the game might give you an increased level of comfort when it comes to navigating the command prompt or terminal window.
You do need to read closely, but there are still some conventions like > ex <program_name> <param> where the <> brackets denote a parameter but you don't actually use the brackets in the commands. This will not be intuitive to folks who are not computer nerds lol.
You need to run the 'ls' command to learn more about the contents of a directory. Then to learn more about how to do stuff, run the 'controls' command.
Hey @GreenBeakCrow sorry you had difficulties getting the app to run on your OS. If you'd like I can let you know when the next beta build is released, as I will be sure to package a linux executable alongside.
This is actually a very interesting, very fun little game in my opinion.
At the start the indicators of where to go are very clear in an otherwise large world.
One potential idea that may help with orientation is to pull the camera back a bit as the player jumps off plats, and bring it back in when the player lands again.
The actual skill involved in modifying gravity to hit the platforms is a very comfortable level I think. The overall challenge is there, but it is do-able.
Music. Did you write that yourself? If so great job, if not great job still! It's nice, just a little loud. Had to lower my headphones a bit.
Color indications are fairly straight forward though having a green item be something that can hurt you is somewhat counter-intuitive in game culture... That being said everything else being a shade of red made things clear. It was cool to see spikes thrown in there too. I have followed and would be happy to test as more levels are rolled out :)
The gamefeel is very fluid. The control over the ball is elasticy and fun.
It was a little vague which are enemies, but all in all great concept.
I feel like this concept could potentially work well in a larger / less bounded world...
The reward for moving fast with the sparks and the bonus points leads me to imagine some fast moving action / adventure game...
I like the 1984 feel and the auto fire is interesting, but I'm not too sure about the powerup acquistion. It would be nice if I knew when it was coming...
Also the graphics are a little too colorful and too chaotic for my eyes.
The JUICE is there. The feedback for collecting star drops is nice.
I love the space jump transition
And A+ for harnessing the power of the internet and getting that leaderboard up and running.
Also that first boss guy keeps leaning almost off-screen which is kind of frustrating. WHY YOU HIDE FROM ME BOSS GUY?
Anyway thanks for sharing :)
Overall very interesting concept.
I like how you combined that old planko concept with the color mixer.
It would be nice if the movement of the bucket were telecasted or announced a little louder because it's movements can go unnoticed.
Once you go overboard in a particular color it would be nice, I think to have the block get incinerated or something so the player doesn't go too far in the wrong direction or waste any further time...
Another thought as far as input goes is the order of events goes from right to left which may be a little counter-intuitive. Maybe try putting the color droppers on the left and the drop button on the right.
Music is nice, and all in all a nice game. I definitely had some fun playing :)
Like the simplicity of the single control
Added challenge from the radius increasing is nice too
It's a little tough to distinguish good pickups from bad
Overall interesting take on the classic flappy bird and good incorepration of theme.