1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby)
mcarriere  [developer] Nov 1, 2013 @ 3:04pm
November 1st, 2013 -- Ugly Baby Update
Whew, getting closer!

  • Brand new Game UI, showcasing our new multiplier system.
  • It was our mission to objectively add some challenging goals.
  • Your best score is kept on a per-level basis. For levels that you stick your own music into, see what song you can plug in to get the best score!
  • When playing, your suit can only take three collisions before you lose signal. Be careful.
  • Added 3 new levels to the world map! Look for Central Sky, Central Sky Open, and Binaural Beats.
  • Continued tweaking existing levels by adding collectibles and hackables.
  • Midground objects added to a few levels to help fill in the environmental feel a bit.
  • Check out the Virtual BASE level for some metadata about the song you’re playing. Meta!
  • We also were able to throw in a handful of bug fixes and small requests that you guys have… well… requested.
  • Invert mouse support is in, but you need to start the game with the -invert argument. We’ll get some UI in for that soon.

Love,

TEAMUB
Showing 1-15 of 54 comments
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Foxhack Nov 1, 2013 @ 4:10pm 
So now you lose the level if you hit something three times? That kinda takes away part of the fun of getting a high score by any means possible. :\
Last edited by Foxhack; Nov 1, 2013 @ 4:15pm
ANeM Nov 1, 2013 @ 4:15pm 
Could you add some sort of indication on the UI for which levels are actually levels, and which are just "cutscenes" (stuff like Binaural Beats, Count the False Statements, Azumi v0.1)
Foxhack Nov 1, 2013 @ 4:19pm 
And uh, I can't get the multiplier to go up past 1x. Is that still broken?
Prezombie Nov 1, 2013 @ 5:15pm 
Three collisions equalling death vastly increases the difficulty, especially for a longer song. there needs to be a way to refill the hit meter.
HybridMind Nov 1, 2013 @ 6:01pm 
Originally posted by Foxhack:
And uh, I can't get the multiplier to go up past 1x. Is that still broken?

Each raw 1000 TB you collect will increase the multiplier by 1.
HybridMind Nov 1, 2013 @ 6:03pm 
Originally posted by Prezombie:
Three collisions equalling death vastly increases the difficulty, especially for a longer song. there needs to be a way to refill the hit meter.

We are definitely thinking about some type of recharge system. For now keep the thoughts coming though on things like this. We try things, test, implement new things, repeat.
HybridMind Nov 1, 2013 @ 6:04pm 
Originally posted by Foxhack:
So now you lose the level if you hit something three times? That kinda takes away part of the fun of getting a high score by any means possible. :\

We hope to support a "chill" mode where there is no death, you just fly around collecting points (or not.)
HTML_Earth Nov 1, 2013 @ 6:14pm 
The groove counter seems to be bugged. Instead of counting up during long grooves, it just occasionally adds a second when I scan an object.
Or is it only certain objects you can groove?
HybridMind Nov 1, 2013 @ 6:46pm 
Originally posted by HTML_Earth:
The groove counter seems to be bugged. Instead of counting up during long grooves, it just occasionally adds a second when I scan an object.
Or is it only certain objects you can groove?

Yeah, we noticed that bug a bit too late this evening to fix it. It is meant to count up every 0.5sec. It currently just counts up once on the objective hex when the groove begins. Doh! It's on our list for the next fix. Thanks for the report, good to know you are paying attention. ;-) I will say though that you are getting the correct amount of TBs (score) for it though!
Last edited by HybridMind; Nov 1, 2013 @ 6:47pm
ekbmrb Nov 1, 2013 @ 7:01pm 
What?! No! This game does NOT suddenly need game overs this far into development! You already lose your combo if you get hit! That's enough! Just make it so you need a certain amount of points to pass the level if you want a lose state! Sheesh!

And screw this "chill mode" nonsense, as if somehow, the way this game has been forever is now a bonus!
Last edited by ekbmrb; Nov 1, 2013 @ 7:10pm
Dinjoralo Nov 1, 2013 @ 7:32pm 
I'd like if the desktop had a way to click and drag along the menu, having to move the cursour to the edge is a bit annoying.
Foxhack Nov 1, 2013 @ 7:43pm 
Originally posted by ekbmrb:
What?! No! This game does NOT suddenly need game overs this far into development! You already lose your combo if you get hit! That's enough! Just make it so you need a certain amount of points to pass the level if you want a lose state! Sheesh!

And screw this "chill mode" nonsense, as if somehow, the way this game has been forever is now a bonus!
I agree with him. Losing the game just... doesn't feel right.
Last edited by Foxhack; Nov 1, 2013 @ 7:43pm
Dank McPuffins Nov 1, 2013 @ 8:07pm 
The problem with "a certain amount of points to pass the level" is that it'll have to be dynamically generated per song or else it may literally be impossible in some cases, and that could be a real pain.

I think my real question to Dejobaan is, is this going to be a game about getting the highest score possible? Or about making it challenging to beat a stage? I don't think these two goals are very compatible, so you're probably going to have to go one way or the other.

I'd offer my opinion except it's really not my decision how to shape the basic game framework, it's yours. I'm not saying this to be a jerk, but this is a really fundamental game concept (what is the basic goal of the game?), and I don't think it's the sort of answer that you crowdsource. You guys should know what direction you want to take this game, pick it and stick to it.

edit: Just to clarify, I love Dejobaan and I love the fact that they listen to their fans, and you guys are all offering good suggestions. But basic things like "what do you want the goal of the stages to be?" is usually one of those questions that's answered well before release, even early release.
Last edited by Dank McPuffins; Nov 1, 2013 @ 8:13pm
Dejobaan  [developer] Nov 1, 2013 @ 8:51pm 
> Losing the game just... doesn't feel right.

Yeah, that's probably true. On that, scoring, different hexes for different types of levels, etc., we're trying new things.

Trying them on all of you!

I agree with much of the feedback here. Biggest current problem as I see it: early levels are too long, and repetitive. We'll refine.
:3 Blue Nov 1, 2013 @ 8:58pm 
Yeah. I love this game, I've loved this game for awhile, but some of the crazy LET'S FLY THROUGH A BUNCH OF OVERLAPPING PIPES sections don't lend themselves to a 3-strikes-you're-out thing, because you generally hit more things than that in a single wipeout. Unless, of course, we're not suppose to be doing insane flying-through-overlapping-pipes stuff, but I always considered that a feature. Love you guys!


EDIT: What about a cooldown period after a single hit, like before when the groove thing would go offline?
Last edited by :3 Blue; Nov 1, 2013 @ 9:03pm
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