Fingernail on 29/2/2016 at 16:23
Got to echo comments about the control taking some getting used to, I was on the point of giving up on the tutorial after crashing a number of times! I did find the indicator helped a certain amount, as well as looking where you're going rather than watching the dot itself.
It is a cool idea though.
Small thoughts I had:
Can you reset the trajectory to centre when restarting after crashing? Or start paused to get your bearings? On restarts I found myself sometimes careening off immediately because of where I had been aiming before I crashed. I also wonder how it would feel to lock the trajectory whilst drifting over chasms, did you try that? It felt a bit weird being able to adjust it, and then have an immediate effect on "landing".
I found the exits quite hard to aim at, perhaps make them a little bigger (something for difficulty levels?). I felt like I'd solved the map, essentially, and then was being penalised for not quite pinpointing the exit.
Any mileage in powerups/bonuses that slow your speed or give you a smaller turning circle or something? Or a "look ahead" camera?
Yakoob on 1/3/2016 at 03:14
Repeating Nameless, I love your tron-y minimalist artstyle, feels very elegant. I'll try to give it a go but I'm not a fun of these kinda puzzl-y moving-forward-y obstacle-avoidanc-y games and routinely terrible at them :p
demagogue on 1/3/2016 at 08:09
I'm just piping in to say this is really slick. I love the style. I'm so used to bite sized homebrew Unity games looking like dog ass, but happily not the case here.
Controls ... not the most mousepad friendly, but I got used to it over time. On the bright side, it punishes erratic turns, which is what you do when you panic, so the game rewards being cool and in control & it feels good to be in that zone. And you can only do so much with the controls with the concept. So I think it's in the range of tolerable, though of course any tweaks help. I'm just saying it's not all bad news on the controls end, though you've probably heard the most about it.
When you reach the end, I'd personally like to see the ship get sucked in like a blackhole.
henke on 1/3/2016 at 20:35
Alrighty, gamepad support implemented! :)
Will add a few more things as well and upload a new version tomorrow evening.
henke on 2/3/2016 at 17:58
Fuuuuuuuuuuuck, scratch that. It runs fine in the editor but when I export it the whole thing turns to shit. New version on Sunday at the soonest.
Pyrian on 2/3/2016 at 18:05
Interesting. I've often had the opposite experience, where things that work poorly in the editor are fine when exported.
Kolya on 3/3/2016 at 00:56
It might be interesting if the bike started really slow. Going in a curve would accumulate power, which is gradually released as acceleration when you leave the curve. The tighter the bend and the longer you stay in it, the more power accumulates. The straighter you go afterwards, the more power is relased at once.
Then tie the score to how fast the player finishes. This would lead people to drive in trajectories as much as possible in order to gain momentum.
Also I totally expected to crash when I hit my own tail. But no snake clone here, despite the looks.
henke on 3/3/2016 at 08:00
Quote Posted by Kolya
It might be interesting if the bike started really slow. Going in a curve would accumulate power, which is gradually released as acceleration when you leave the curve. The tighter the bend and the longer you stay in it, the more power accumulates. The straighter you go afterwards, the more power is relased at once.
Then tie the score to how fast the player finishes. This would lead people to drive in trajectories as much as possible in order to gain momentum.
Mmm, that's an interesting idea, but one for another game I think. It'd clash with my current
plan trajectory over chasms-mechanic. The game is difficult enough as it is.
twisty on 4/3/2016 at 14:50
It would be a little more fair (and more fun) if you get an indication of what's ahead rather than a learn from where you previously died. Perhaps a mini-map similar to what you get in many car racing games which warn you of upcoming bends.
Overall I think that this might become fairly addictive once it gets a little more mature. Unfortunately it doesn't detect my gamepad controller so have used my mouse instead; not really an issue but I think this sort of game would be good to play using a controller.
demagogue on 4/3/2016 at 15:36
An alternative to a minimap is little street sign like arrow signals of the kind of curves coming, although in the same sleek style.
FWIW might you add keyboard controls just because you can? I understand it may pale compared to mouse, much less gamepad controls, but then again I'm much more honed to keyboard over mouse, probably from racing & flying so much with a kb. Eg, I prefered kb control over mouse for Stilt Guy to give you an idea.