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This question comes up a lot and I know a lot of people are interested in the game coming to the console of their choice, which is great! I want as many people as possible to play Sunday Rivals. I also want to make sure folks understand that there's still a fair amount of time left before this game hits v1.0 and as a solo, indie developer, porting this game over to another platform will take even more time (and probably money).
Ultimately, If you're interested in the future of this game, now is the absolute best time to pick it up and help support both the development and the community while things are still early on.
discord.gg/dSuMe5w
Someone on Discord mentioned to me the other day the very first time they played the game none of the team data loaded, but closing and reopening the game seemed to resolve that. I'd love to know if you had a similar experience because that would be a great bug to track down, even if it's pretty rare.
Yes, always open to feedback, especially if it's critical. Only way to make the game better...
Here's my first impression and biggest WISHES after just playing one game on normal difficulty, in order of my pref/priority;
1) Needs customizable button controls. I'm using an xBox controller and I absolutely hate the current mappings. I just couldn't get used to it... probably why I lost 21-0 :(
2) The game needs more plays but I assume they are coming.
3) Different camera angles would be nice. I'm a big Tecmo fan so a side view would be a huge welcome, like a broadcast/sideline view with some sort of intelligent zooming...
4) Player profiles would be nice; where we enter our initials or names, and all of our game stats are recorded, for all games played, any mode; total games played, wins, losses, avg score, total run yds, total pass yds, avg yds/game, avg run yds/game, etc.....
5) Team specific stats... You have player stats... the "summary" screen appears to have teams stats but they look like they are still broken up by players. Just a personal pref I guess.
6) Team Editor; would love to be able to EDIT the team name
7) Minimize the delay between plays.
Graphics are cool. Animations are great. Sounds is great.
Questions;
What mode(s) do the custom skill level adjustments affect? In a practice game, I see the ratings of each team. Do the custom skill levels affect practice games and any other modes? I actually set all of them to 50, for human and AI, so I assume the net-effect would be nothing in my case. On normal level I did feel helpless. Total running yards for the game was about 15 (for both myself and AI). The game was all about passing. I assume these sliders can help adjust the balance?
Lots of tipped passes occur; are they ever catchable AFTER the tip?
Are we supposed to be able to move our selected defensive player around, pre-snap? Not being able to move it definitely rings a Tecmo memory.
Seems like you generally enjoyed it tho? A lot of what you mentioned above fits within the overall planned features, in fact the next update I'm finishing up right now brings custom teams and leagues to the game. Things like stat tracking will come along in a future update when I add season mode to the game, same with playbook expansion. Customizable controls is definitely something on my radar as well.
The game has 3 preset skill levels (beginner, normal, expert) plus custom skill which lets you fine tune gameplay to match you ability/preference. You can try out the different modes in practice games, but for HeadHunter the skill level is set at the start of a new tournament and lasts the duration. If you set them all around 50, you're basically playing the game on 'normal'. Definitely mess around with them a bit (you can tweak them while you play) and see what works for you, but remember team choice has a big impact as well since almost all of the gameplay is driven by player ratings.
I'd recommend trying the game out on beginner to get more accustomed to the overall running game and controls. A good deal of it comes down to timely play calls (don't only run on 1st or 2nd) and using protect/juke to get past tacklers, but the difficulty really ramps up with the skill level. Normal gives you a pretty fair game and then it's very challenging on expert...
Tipped passes are catchable, in the past it was very easy to catch them and the AI was abusing it, so I lowered the chance of it happening significantly, but probably too far in the opposite direction. Much like the running game, I've made a lot of changes during EA to balance things out, so it's definitely a work in progress!
And ya, you're not able to move your guys around pre-snap, by design. Tecmo was definitely an inspiration for that (and a lot of things in this game)
Really happy to hear that!!