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Mobile is definitely something we're looking into - but our focus is making a great PC game at the moment. We're at about 35% complete with core experience - so we have a lot of work to do!
Add:
- Choose your own color ship co-op multiplayer, where you pass through each other (no split screens!) and a concept much like Donkey Kong Country, as long as one solarcraft is still surviving, the game continues, with items at various checkpoints that act as a resurrection for your partner
-A really really cool high scores screen where you can compare scores with the world as well as Steam/Kongregate friends.
-A really friendly user interface like that of most puzzle games, ie Bookworm, Bejeweled, etc etc, complete with a TOTAL score of all time for that user, as in every point you've ever gotten, to signify your devotion to the game, and stats like "Longest Run" or something, measured in units that don't really exist in the game (much like Minecraft stats with most meters traveled) 100 units being one stage passed. People like to keep record of their biggest feats.
-Have a BUNCH of ingame badges, like Spore, like a new badge/achievement for every milestone, like 5, 10, 15 stages reached. I know this relates to the player's level, but this is on a recordable format where people can more easily track their feats. Like I said, people like to keep record of this.
This game reminds me of a really cool 3-D version of bit.trip runner, which nobody accuses of being a minigame. I think this game deserves the same status. Remember one thing above all, KEEP IT SIMPLE. Keep adding without taking away the simple joy the game provides.
When this game comes out on Steam, (and I say WHEN, not IF,) I will be buying the game. As long as it's under five dollars, it'll be an amazing affordable experience.
And to Forest and Alex,
Everyone has to start somewhere. I can tell you guys put a lot of your lives into this. Keep it coming, release one game at a time, and APPEAL TO STEAM. You will be big in the Steam world, much like other companies that make games like this and aren't so huge, but roll in big profits from Steam purchasers and sales, etc. Keep it up, can't wait to see more.
Honored to suggest ideas.
- Dry.
In the end we'll refine things down to the most fun/awesome features and build on them.
http://www.rockpapershotgun.com/2012/11/16/race-the-sun-is-an-arcade-style-infinite-racer/
What makes the game is the aesthetic, not just graphical, but how the controls, soundtrack, sound effects, and visuals fits together hit a sweet spot for me. That sense of speed and the "Whoosh" of barely colliding with a spike. Even better is the sense of dread that these mechanics give you as the sun turns red, the soundtrack changes, and shadows descend, slowing your solar-powered craft to its inevitable demise. I think the biggest challenge to you is preserving and enhancing that aesthetic.
While it has a very good aesthetic, some points just feel a little "off," sometimes the obstacles blend a bit too much with the rest of the background, making them hard to see. Also, while the screen moves slightly with sharp turns, it can often be very hard to react to obstacles that seemingly come out of nowhere, perhaps adding a bit to the camera's motion, or, better yet, make it a slider setting, so the player can determine how much motion to use. And then, there's the usual complaint of there not being enough variety, which I think has been talked over more than enough, though my personal favorite is still an ocean enviornment.