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Feedback and bugs Sticky

A topic by Omega Blade created Nov 02, 2020 Views: 330 Replies: 18
Viewing posts 1 to 3
Developer

We will be pleased to receive any general feedback or to be informed of any problem you could have while playing the game.

Hello.

On the Quest 2 v26, the swords are always upside down in the hand.

When the mission is finished, just before returning to the menu, the screen freezes for a few seconds, which is disturbing in VR.

The shots of the enemies have the same color as the scenery (blue), difficult to see them well.

Is the game optimized for the Quest 2?

Thank you.

Developer

Hi christ59,

Thanks for the feedback.

>On the Quest 2 v26, the swords are always upside down in the hand.

I think it may be related to the sword grab pose. This sword is placed in your shoulders, so to grab it "upside", you need to put the hand with the thumg finger pointing down. So you must grab the sword from the shoulder like ninjas in the movies.



I would like to keep the grab inversed or reversed from the shoulder, but maybe I will add a samurai configuration to get it from the hips that would be simpler, because I think the fact that the sword is in the shoulder as defined in the weaponry diagram before the stages can be misunderstood. Maybe I should extend a little the video tutorial to show better the hand while grabbing and use both grabs from the shoulder, and not only get the sword and later change it in midair.

>The shots of the enemies have the same color as the scenery (blue), difficult to see them well.

I have been thinking about it and I decided to make all the flying  and biped enemies blue bullets red. I think I will make the change for the Slash Update.

>Is the game optimized for the Quest 2?

It is, it should be running at 70-72 fps constantly attenting to my debugs and the metrics available in the App Lab. Did you see something strange? Actually I try to set the experiences as far as I can but "smooth" enough to work correctly on Quest 1 too.

Thank you again for your feedback! Please, confirm the sword grab was related to the grab position as I think.

Also, let me give you one more advance of the new update. There are lots of stages, and with the next update there will be fast missions that are more hack and slash like, so I'm working on a new menu and a lock system to improve the stage evolving feeling.


Now I will be able to extend the game so much as I want.

After the update slash, there will be a main zone where people can decide to go for a shooting experience starting in Blast Sirious, or direct fast combat taking the Stellar Slash way.

Thank you again for the feedback!

(1 edit)

Hello and thank you for your quick response.

I have yet to try for the saber.

• Flash enemy shots to see them properly?

• I ask for the optimization of Quest 2 because the scenery is strongly aliased. You can see it because the decor is mainly vertical.

• Maybe add a menu with options for Quest 2 like resolution, glow, etc ...

• A new menu is a good idea because I find it hard to navigate;)

• Being able to move around the combat zone using the Quest Guardian would make it easier to move than using the controller.

Thank you.

Developer

Hi,

• Flash enemy shots to see them properly?

The flash enemy actually doesn't shot. If you shot the body down in place of the core, and look to the overcharged core close to the explosion time you get blind. There is no "projectile". You just have to look far away from it when you fail the shot to its core.

• I ask for the optimization of Quest 2 because the scenery is strongly aliased. You can see it because the decor is mainly vertical.

This is mainly a problem with the assets. They are placed too far and have too thin details, and they are several transparent layers that are not a good idea as they should be a single mesh in place of several ones. I need some better art but unfortunately doesn't have the budget to get them yet. This is more a fault of me working alone and having to use assets not properly designed for the restrictions I'm applying to the game.

• Being able to move around the combat zone using the Quest Guardian would make it easier to move than using the controller.

Sure, I designed the game to play this way. I created the controller propeller after the covid quarantines and not being able to play in big zones... The best way to enjoy the game is playing in an open area and running around to shoot and slash everything.

Thanks!

Hi.

I misspoke ! I wanted to talk about enemy fire. Rather than displaying them in blue (which it's hard to see) or red, why not flash them (from yellow to red for example)?

Have a Discord account?

It might help you. I'm sure people would be happy (and free) to help you.

Myself, if it's in my skills, I can help you.

What would you need for the game scenery? A 360 ° image?

Cordially.

Developer

Hi christ59,

Didn't open a discord server because I work in the game only during nights after work, so I wouldn't have too much time to keep an eye on it and answer the users. Maybe in the close future I will open one because after the Slash Update I have stuff near ready and I would like to know what players would prefer to get first.

The flashing idea could work and it would be cheap to do, as everything would share the same material with a flashing animation. I will give it a try.... But I think I'm currently not too much epilepsy friendly... ^^U  Maybe this would be too much... but a slow flashing cycle could be right.

The current stage is based in a 360º space background and some 2d sky building layers. First iI will check if uncompressing them the alias gets better. The other idea would be to mix it with the 360º image. Right now there is enough Ram to uncompress textures, so I will start trying the first option ;) Thanks for the offering!

I will think seriously about creating a community around the game, so I can try to catch all the kind of things you all would like to try so that we can make something fresh for the next sets of weapons/challenges/game modes. I just didn't had the time to move this way because the game sales with now are very basic and can't focus my time on it, but maybe with the Update Slash things can start to move up a little. At least enoigh to be able to dedicate a ocuple  weeks each month to work on the game nonstop :)

Ps: Where you able to test the sword grab? If too much users have problem grabbing them I will add some kind of special indication, and maybe in the next stages I will move to to the hips for a traditional samurai grab.

Developer

I forgot to answer to this:

>When the mission is finished, just before returning to the menu, the screen freezes for a few seconds, which is disturbing in VR.

Sure, It looks like in the last released the blink is not being performed. I will reenable it for the next update. Thanks!

Hello.

It works for the sword grip;)

In fact, I thought it should be taken on the shoulder from the front but it's in the back (which makes sense)! On the menu explanation image we can't see that it should be taken from the back;)

Maybe the sword should always come the right way? If people want to take it upside down they will just have to turn it over (by throwing it in the air).

I take this opportunity to find out if you would like a French translation? (it's free ;))

Developer

Hi!

Good to know. Maybe I will re-record the video to make it more clear, or maybe the diagram.

The bad about making the sword appear always pointing up us you can't inverse grab + slash, that later on when there are more weapons is faster and requires less wrist movement. Anyway I will give it a check beause you are at least the 2nd person asking about the sword, and I didn't get so much feedback so maybe this is happening to most players.

The french translation would be great :) My main problem now is videos are inside the game, and they are all in english, so until I'm able to use some kind of subtitles system for them, I can't translate it properly. Actually I'm spanish and due to this I didn't include Spanish yet as a language neither... ^^U

Thank you for the proposal. As soon as I get rid of more new contents I would like to deliver asap, I think I will work on this, and they I will be back to ask for this favor :) Well, or in case the game start selling better and there are interesting incomes, pay you for it. It would be a very good sign if I had the money to be able to pay for help hehehe

I do it for free. no money ;)

For videos, if they are explicit enough, no need for a subtitle;)

Developer

All the work  deserves a money :)

If not at the time the help is provided, at least later on if everything go fine, but help must be rewarded whenever it's possible. 

When I get a clear idea about what to do with the videos and stuff I will be back to you about this matter, thanks again :)

Developer

Hey, just one more question.

I will make a poll soon to know what does player miss more in the current game release. I think it's more direct hard combat, that I will be covering with the Update Slash.

Among these 3 points, what would you prefer:

-More frenetic and intuitive close body combat and body combat challenges--> Dealing with it in the Slash Update

-Longer waves so the game doesn't stop so much after destroying a 10-20 enemies. More like a 1 full wave per match.

-A survival mode to play as long as you can before you die (wouldn't be available for sniper challenges, for example).

My preference would be for longer waves or a survival mode.

I like the variety of missions in your game. Shooting, sniper, sword fighting, etc ... I own Space Pirate Trainer and I find it boring, always the same enemies, always the same fighting style.

Developer

I think this is the first time other player said the same thing I though myself. I started this game because SPT was the only game there with enough action but was not any close to the kind of active feeling I wanted to feel in VR, and this is the reason why I tried to make different kind of experiences, and specially experiences you can enjoy running around physically while playing.

About the waves stuff, the game has too much different stuff so at the end I decided to make short waves to make it easy to know what every weapon works like, but the action stops too often. The slash mode challenges are the non stop waves, kind, but also, after this slash update, I think I will set a main survival mode where players can pick an equipment (unlocked completing stages) to play for so long as they can.

I have lots of weapon prototypes, addons and similar stuff, but without custom 3d models. After the slash update I will try to show you all the stuff so you all can decide what you would like to try to include in the next update. There is very different stuff, from an external snipe dron controlled by a camera in the wrist to a whip like chain, shoulder cannons that can be extended or removed, or two sentry machineguns handling mechanisms. Just, no 3d for them yet, I made the tests with stuff I can't include for a real release.

Hello.

It's cool ! I can't wait to see it all.

Good luck and see you soon

Developer

Hey, I'm completing the Slash Update and I will be making an initial test for youtubers who made videos of the game in the past, etc. Would you like to join this testing group so you can check the update before the official release?

I plan to release it to the public next day 30.

Hello.

Thank you for your offer. Unfortunately, currently I don't have a lot of time to play or test.

But thank you for thinking of me, maybe for another update;)

See you soon.

Developer

Don't worry, anyway I hope you have some time to test the Slash Update. I think you will enjoy it :)