STORE COMMUNITY ABOUT SUPPORT
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A quick Q&A to your feedback!
October 21, 2016 - Fumiko Game Studio
Thank you for all the positive feedback!
It is great to see people taking the time to leave a comment on the greenlight page, you are the best! Some had direct questions about the game and I want to try and cover them to give you a better picture about Fumiko!
idk wtf kind of game this is, abstract?
Yes it is! I'm a big fan of surreal stories. Alice in Wonderland is one of my favorite books, because surreality allows you to break boundaries whenever you want. The game starts in a white, hollow place where you are commanded to do some basic tasks. The further you advance, the more colorful and creative the levels will be. That way I don't have to rely on repetetive tasks, the levels determine what the gameplay will be like in this particular area of the game.
I really enjoy the abstract theme and this looks good so far. Hopefully the levels will be fun to play and this won't be another "walk around and look at the cool art" game.
I tend to make trailers showing off visuals and not interaction, but the game is not a walking simulator. The 4 chapters are different in their individual goal, so you can think of chapter 1 as the introduction to the game mechanics and story, the second being open-worldish exploration in a social hub, the next one challenging platforming and puzzles and the last one trying to surprise and make things as crazy as possible. However, everything is connected by the story, so there'll always be something going on.
I like the look of the game and it's got my vote. Fingers crossed it goes through and you include cards and achievements!
You have a good point. Achievements are a must have and I'll think about cards. Shouldn't be too hard to add. You can collect story snippets in sometimes difficult to reach places in the game to give players something to look out for.
It looks nice, but other than platforming, what else do you do in this game?
This is a good question and I can't blame you for asking this. As stated above, I tend to make trailers more about visuals and not mechanics. As the story progresses, your tasks will vary. The platforming part is underlying the game, but it's not about hopping platforms to collect coins. The main goal in each level is to reach the end of it somehow. Some levels are based on exploration, others need you to solve a puzzle to move on. There are enemies in the game that will try to mess with you, but instead of shooting them you are evading and avoiding them. There are even ways to destroy them.
In the game you'll also find orbs, these are scripts that give you an advantage. One will protect you from exploding objects and another one activates a switch on touch. There is even an orb that changes your individual pseudogravity (that's what they call it in the game) so that you'll be flying up instead of falling. The newest addition to the game, a magenta colored orb will allow you to shape magenta colored objects, as seen here:
Sometimes I'll combine the existing orbs and give them a new purpose. In a level in chapter 3, you can use the red orb to shield yourself from deadly enemies. You'll then find a weak spot (while carrying the red orb) in the system to stand on, which will explode a connection to the main system. Combined with the magenta orb, you may have to open a valid path in addition to that. Mechanics in the game aren't easy to put into a bullet list, because they're changing depending of the level design.
I'm currently working on a mechanic that allows you to copy yourself. I've programmed a simple but flexible A.I. for the game, so why not use it yourself instead of letting the enemies have all the fun.
I love the graphics and thanks for Linux. Your presentation is missing a key selling point though. When I watched your videos and played the demo just now it seemed like just another game of jumping between blocks, until I started getting shot at! That's when it got interesting, but there is no mention of this anywhere in your videos or description.
I assume breaking into systems is the puzzle element, although I haven't managed to reach that point in the demo yet. It would be nice to see this happening in the video to get an idea of how the puzzles work.
I would like the camera to auto-track in the direction I'm facing but allow me to turn it when I want to. Having to manually point it all the time is annoying.
Works great on Linux with xbox controller but my Steam controller is not recognised :(
All in all nice job, upvoted!
Thank you for that big comment! I might have answered some of the key points of this one in the previous answers. Again, I tend to forget about the mechanics when placing my game in front of an audience. When playing a demo or a pre-release version of the game, the game can talk for itself. As a developer it is easy not to mention things you have taken for granted.
The puzzles in the game are, as described above, always a part of the level. There is no "Hacking Ability" that forces you to play the same minigame again and again to advance in a linear level. Even if I liked some of these mechanics in other games, I didn't want to focus on repetetive elements too much. When designing a new level, I like to think to myself "what can I do with these mechanics now, to make them more interesting". That's why over the course of the game new mechanics will be introduced that are needed in key moments of the game. So when I say "break into server systems", I want to say that you're going to be inside a server that you're going to sabotage from the inside. There are levels dedicated to that idea.
Camera tracking is something that I will at least implement to see if it improves the gameplay. I don't like to touch the camera currently while I'm still working on the last chapter, but it will need some adjustments to make the gameplay feel better. Being able to rotate the player with the camera and smoothing the way the camera reacts to height differences will be something I'll work on before the release.
It's great to hear that you've played the demo on Linux! I'm using it to develop the game, so Linux will always be the platform the game is most tested. There are some bugs with the xbox 360 controller on Linux depending on the distribution you're using. Glad to hear that it seems to have worked as expected. I heard that the steam controller is best in combination with big picture mode and since the game is not on steam yet, testing might be difficult. I'll think about buying one to support it, since I really like the concept of the steam controller so far.
Thank you all
For showing your interest in the game. I am impressed by the activity and welcoming nature of greenlight. I'll add some more videos to show more key elements of the gameplay as soon as possible.