1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby)

1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby)

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mcarriere  [developer] Apr 26, 2013 @ 5:34am
April 26th, 2013 Ugly Baby Update -- 011110100110000101110000011001000110111101110100
Michael here, with some more updatey goodness to share with all of you. Check it out:

  • GAMEPLAY: Stunts have slightly changed. Buzzes now happen whenever you get close enough to any object, exactly how “kisses” worked in AAAAA! Grooves are now only rewarded if you pass by something on your stomach. Rotate with your mouse buttons and orient yourself before you... disorient yourself.

  • INPUT: We’ve changed how rotation works and feels in the game. How’s it feel to you now?

  • LEVELS: Dave updated levels 2, 4, 5 and 6. He’s created a new algorithm that blends the patterns that are created based on the stress of the music. This means that similar sections of a song should look similar within the game. Check these levels out again, you’ll find they’re quite a new experience now.

  • ARTWORK: Jon’s been working hard on some illustrations of our main character. I’ve been working on mockups for the new UI. Check them out here:






Lastly, we think we have fixed the decompression issue a small percentage of users were having. Those who were affected previously, and could not seem to decompress any music, please let us know if this resolves your issue.

As always, tell us what you love, what you hate, and what other awesome indie games we should be playing this weekend.
Last edited by mcarriere; Apr 26, 2013 @ 7:49am
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Showing 1-12 of 12 comments
Upsettispaghetti Apr 26, 2013 @ 7:07am 
Playing it now, and so far im loving how it sections match makeing it a lot easier to compare scores with and not having some sort of fluke kick in. Secondly im loving how the turning is faster so now i can get motion sickness quicker (no sarcasm)! Also, im loving how there is a reason for turning. another thing id like to add just because of how awesome this is turning out so far, you guys might just be the first for me to ever want to buy $100+ pair of slacks to watch them get blown away. and lastly zapdot
Greg Apr 26, 2013 @ 5:24pm 
I just converted the binary code:Zapdot. Very clever. As for the game the levels are much more reactive to the expirience and with the change to the rotation the game feels faster pased and keeps you on your toes. Excellent work.
Woülüd't Apr 26, 2013 @ 6:18pm 
First of all, I love the evolution that 1...2...3 has undergone as of late. Keep up the excellent work!

I also love the faster turning, it feels alot more fluid and useful. The game plays better and better each time I play it, seriously. Absolutely amazing.


As Cinna Stix said below me, the combo tracker at the bottom was a nice touch and I miss it as well.
Last edited by Woülüd't; Apr 27, 2013 @ 8:07am
Cinna Stix® Apr 26, 2013 @ 7:21pm 
Levels 2, 4, 5, and 6 are really shining. They feel like they belong to the music more so than ever before. Level 1 is just kinda sprawling, but entertaining in it's own way. Level 3 still feels like the weak link...

The new controls/scoring mechanic give a good purpose to spinning, but it feels like the scoring system is still missing something. I personally miss the combo tracker at the bottom, but I'm not sure if combo linking is that missing part of the score system.

I say it every update, and I'm probably the only one, but I really would like to have the enemies to shoot at again. There were very few songs I got to spawn enemies in the older builds, but they were some of the most fun songs.
LadyDarkWolf Apr 26, 2013 @ 11:09pm 
I've decided I really don't envy you guys! Tweaking and tuning (even at this stage) must be a whole lot of pain! On the other hand, I love seeing the changes, and how responsive you guys are to comments!

Ok, firstly:
General Comments
I like the way GROOVE works now, giving that bit of extra focus. Sometimes I find there's a tradeoff in levels between going for a 'known GROOVE' or perhaps a whole stack of BUZZes. Given I'm still not sure how much each is 'worth' I don't know which is better, but I love the conflict that this engenders. IT also means that rotation is now far more necessary than before, and I like that.

It seems most levels have been sped up a little, or perhaps it's just the faster rotation. My first thought is that the rotation is just way too fast for some music (Icarus - Deus Ex, Us and Them - Pink Floyd) but perfect for others (Back in Black - AC/DC, Night by Night - Chromeo). I wonder if rotation speed shouldn't somehow be tied to the music? Unfortunately it means I've lost the lovely "flow" to the slower music that I enjoyed before.

It seems that things can desaturate a lot more quickly. I like the way that provides more feedback to how you're playing.

I don't really like the loss of the "combo" display down the bottom. It was something that felt like it added more focus to what you "should" be doing - and the diminishing bar added some extra impetus to do something, anything.

Now, levels:
Level 2
Remember what I said about not envying you guys? This is a great example.
Icarus (Deus Ex) has become very boring and sameish.
Us and Them (Pink Floyd) has a bit more variation but a very long, boring intro, and suffers long periods of sameness, interspersed with more interesting variation.
Back in Black (AC/DC) is lovely to play now. There's a lot of variation and a lot of times you have to make some quite quick decisions about whether to follow your current path for BUZZes, or perhaps twist and drop; down to get a long GROOVE.
Night by Night (Chromio) is a bit of a mixture. It's fast moving, with some interesting variation (and the first time I've seen thoose long 'block tunnels' split apart as you go through them), but there are long periods of "I wish there were more" and it seems that some parts of the level don't put in an appearence until the very end (the long, ridged 'skyscraper' like structures).

Level 4
Icarus is a bit of a strange one with this level. There are some excellent bits where there's a good amount of variation, and a lovely flow. There are also some bits where it's very difficult to keep the saturation levels up. The speed feels far too fast in some sections, and just right in others. Overall though, I liked it.
Us and Them feels far too slow and mellow for the level. Having said that the level is really interesting. There are subtle changes between sections meaning that you can't really settle in to any one technique (a good thing) but the changes aren't so sharp that they throw out your "flow". There are even a few more sparse bits that feel just right as a resting point before the next frenetic section.
Back in Black is mosty really nice with this level. At the beginning there are a few gaps where things desaturate, but once the level picks up there's a lot to do and an almost constant need for sharp rotation. There's a lot of 'sameness' about the segments used and yet somehow it just really works in this case. Definitely great!
Night by Night is really lovely with this level. A lot of variation, fast paced and so many decisions to make about which path to take. There's also a lot of opportunity for rotation to try to get a GROOVE. Also the first time I've seen the cylinders in this level. I love it!

Level 5
On default settings none of the songs really felt any different to play Level 4 again. I'll play with this one more later.

Taken as a whole, I like the changes you've made. I've mentioned the few issues I have, but really, I like how it's playing and feels right now. Good work!
Last edited by LadyDarkWolf; Apr 26, 2013 @ 11:10pm
mcarriere  [developer] Apr 27, 2013 @ 8:18am 
Originally posted by LadyDarkWolf:
It seems most levels have been sped up a little, or perhaps it's just the faster rotation. My first thought is that the rotation is just way too fast for some music (Icarus - Deus Ex, Us and Them - Pink Floyd) but perfect for others (Back in Black - AC/DC, Night by Night - Chromeo). I wonder if rotation speed shouldn't somehow be tied to the music? Unfortunately it means I've lost the lovely "flow" to the slower music that I enjoyed before.

That's very interesting... hmm. We'll talk about that. Our "speed" (BPM) analysis isn't spot on, but it might be worth a try to tinker with this.

As a response to you and a few other commenters about some changes with the combo bar, and knowing what you're achieving, I would suggest to take a peek at the mockup I posted. I haven't shown you guys *everything* I've got cookin', but it's a taste. I'm fairly confident it'll give many of you what you're looking for in terms of feedback.

Thanks for all the feedback guys, it's really great to hear from all of you!
Reimanen Apr 27, 2013 @ 8:26am 
Great consept. Try to make levels as responsive as possible and allow players do more stunts and move more freely. Also I wish that there could be some stuff to collect like points and powerups. And make spinning in the air little slower, it makes me sick.
Stormburn Apr 28, 2013 @ 1:26am 
Haven't played much, but the new rotation input feels weird to me. I'd rather it be based around AaaaaAAaaaAAAaaAAAAaAAAAA!'s control scheme: it just feels more natural to me to look around with mouse and move with wasd.

One thing that I hope to see sometime is better responsiveness to the tempo so that (for example) you pass buildings right on beat 1 and have details fly by the camera on up-beats. I also think it'd be neat to have the color palette and object-spawner a bit more varied and maybe respond to the tone/pitch of the song (ie. higher=redder, lower=bluer).

Also, just in general, I find myself enjoying the levels that involve me staying near the middle with a lot of stuff to dodge than the ones that focus more on stuff spawning near the edge.
I think this scoring system is missing some incentives for doing Extra Cool Stuff(TM).

As it is, all you can do is Buzz, Groove, and Needle. There need to be some more stunts, like buzzing something at an angle.

Maybe you can also make it so, if you spin, you gain the ability to buzz stuff that's further away, a la Psyvariar. Now, before you say this is dumb, keep in mind that there isn't always an object nearby that's long enough to Groove (For example: Stage 6 if one of the settings is high enough, not sure which settings do what), and, in fact, it's still possible to Groove while spinning..
Last edited by Gas Delivery Portal; Apr 30, 2013 @ 5:47pm
Bibble May 3, 2013 @ 7:52pm 
I absolutely love the changes and have loved this game for a long time. Hopefully what you add is just as good or even better than what I'm seeing. I have one problem though, some of my songs don't seem to be working. It's most likely my fault since I'm not getting the most high quality downloads but some of the songs comes from the same source and don't work while others do. That's my only problem though, it's all incredibly fun and I hope to see more.
Fralor May 5, 2013 @ 3:58pm 
I just got the game a day ago, cant play anything so far. instantly says "Loading Level (Failed)"
mcarriere  [developer] May 5, 2013 @ 9:17pm 
@Fralor: We'd be happy to help you out, can you make a post in the support forum with your issue, a pastebin of your output_log.txt file (in the 123kickit_data folder) and a dxdiag?
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