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I rebound the firing keys, but then the arrow keys stopped moving, so I quit for now.
This will definitely get addressed in future updates. Thanks for the feedback :)
The arrow keys stopped working after you rebound the controls? And the movement was bound to the arrow keys?
Yeah, I'm not sure what happened there - I'll give it another try sometime soon, as I've been keen to play since I saw it in a Godot showcase :)
If I figure out what was happening, I'll let you know. There's some other feedback around menu responsiveness (i.e. pressing ESC to go back in menus), but I assume you've focused your development on controllers.
You should go play Freespace 2 and get the SCP fan update. There's so much that volition had done with flight games that starfox could only dream about. It'd be better to play the game for yourself.
https://www.gog.com/game/freespace_2
http://scp.indiegames.us/
This game will support 144fps?
The ship control is great, I wouldn't touch it, it was soft and very responsive. I did find some stuttering, seems to be related to loading new assets maybe? (for example, one happened just before the boss appeared). But other that that, it was perfect. I'm also running this in an old laptop, so maybe that has to do with it. Still, it runs at 60fps using the retro resolution.
My only complain maybe is the music. I think the music was a little bit too... generic?
Maybe it needs something like a main heroic theme. I know this is just inspired by Star Fox and not trying to recreate it, but the SF OST is one of the reasons I like Star Fox so much.
Good luck with the game!
Dev, please don't forget not just to emulate and pay homage to Starfox but also improve the formula however you can imagine. If you can improve upon the originals formula you could have a real winner. Some ideas:
1. More weapns addons for the ship (not just double laser/plasma)
2. Different ability addons for different environments.
3. Mix up the levels and include more enemy variety than the original Starfox. Perhaps some levels with fast canyon runs at double speed and levels with more technical tunnel sections. Levels where you transition from land to space or vice versa.
4. Whatever else you can imagine.
1- First of all, congrats on the work so far. I think you've nailed that arcade on-rails shooter feel. The game reminds me a lot of Star Fox (obviously), as well as Space Harrier. The ship controls great, and both graphics and music are excellent. I was already going to back your kickstarter, but this demo solidifed that thought!
Now for my suggestions (aka nitpicks):
2- I cannot mash buttons like I used to, and like me, many players are starting to show signs of age/thumb deterioration. While I understand the shooting controls are set to mimic those from Star Fox, I feel a good accessibility option would be to allow to map the lock-on to a different button, as well as a turbo toggle for the regular shot. This would also be a good idea so more casual players don't feel overwhelmed by the arcade design of the game.
3- I feel like the laser and missile impacts should give better audio feedback to the player. As is, they sound very soft and not at all what I would expect from a spaceship destroying enemy vessels.
4- Lastly, although I guess this is more of a question rather than criticism... will there be some kind of scoring system in the final build of the game? Like, maybe, If you kill enemies with all missiles locked-on, you get an extra point for every takedown? I know I would love to perfect my own scores and plan the best route for maximum points!
That's all I can think for now. Once again, thank you for your hard work. I can't wait to test the next demo!
There was a previous version that supported over 60 FPS, but it had some issues. It might come back later though.
Thanks!