Echo Point Nova

Echo Point Nova

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vizthex Jun 21, 2023 @ 9:47pm
I'm so sad it ended :c
But damn, was it good as ♥♥♥♥. Tossing this into my top 10 wishlist.

Also recorded the last half of my gameplay if ya wanna see it.

Will probably play again before next fest ends, and edit this post with the recording.

EDIT: Couldn't resist and had to play it again. Video here if ya wanna see it.

I did gather some feedback though:
- The toggle buttons in the options menu seemingly only respond about half the time
- The HUD text doesn't update if you change the controls (though the tutorial text does)
- The grappling hook should work more like Titanfall 2's imo. Seems to be a bit more restrictive (or I used it wrong)
- The camera feels a bit low. Keep staring at enemy chests instead of heads. Would be nice to at least have a toggle to raise it, if possible.

- Seems like the ammo counter includes the magazine's capacity, and it shouldn't imo. Should be magazine/ammo left
- The turrets are underused. They're only in the first tutorial area. Would be nice if they got placed around the map a bit more.

But yeah, it's damn good and I can't wait for it to come out. The weapon variety is noice (though I did seem to get a lot of ammo for each one - would be nice if it varied a bit more to encourage switching a tad), the enemies are fun to fight (though have wonky AI at times - which I'm attributing to this being a demo), and the hoverboard is so ♥♥♥♥♥♥♥ good I wish other games had it.

(Also noticed that it got saved as "Greylock" in my shadowplay folder, lol)
Last edited by vizthex; Jun 21, 2023 @ 10:24pm
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Showing 1-4 of 4 comments
mattlarrabee  [developer] Jun 22, 2023 @ 5:58pm 
Originally posted by vizthex:
But damn, was it good as ♥♥♥♥. Tossing this into my top 10 wishlist.

Also recorded the last half of my gameplay if ya wanna see it.

Will probably play again before next fest ends, and edit this post with the recording.

EDIT: Couldn't resist and had to play it again. Video here if ya wanna see it.

I did gather some feedback though:
- The toggle buttons in the options menu seemingly only respond about half the time
- The HUD text doesn't update if you change the controls (though the tutorial text does)
- The grappling hook should work more like Titanfall 2's imo. Seems to be a bit more restrictive (or I used it wrong)
- The camera feels a bit low. Keep staring at enemy chests instead of heads. Would be nice to at least have a toggle to raise it, if possible.

- Seems like the ammo counter includes the magazine's capacity, and it shouldn't imo. Should be magazine/ammo left
- The turrets are underused. They're only in the first tutorial area. Would be nice if they got placed around the map a bit more.

But yeah, it's damn good and I can't wait for it to come out. The weapon variety is noice (though I did seem to get a lot of ammo for each one - would be nice if it varied a bit more to encourage switching a tad), the enemies are fun to fight (though have wonky AI at times - which I'm attributing to this being a demo), and the hoverboard is so ♥♥♥♥♥♥♥ good I wish other games had it.

(Also noticed that it got saved as "Greylock" in my shadowplay folder, lol)

Thanks for playing and thanks for the vid! I notice the vid is after my ammo rebalance patch, did ammo amount seem more interesting? Also will def have more turrets in full game. Btw fixed HUD binds updating in todays patch thanks for pointing that out.
vizthex Jun 22, 2023 @ 6:19pm 
Originally posted by mattlarrabee:
Originally posted by vizthex:
But damn, was it good as ♥♥♥♥. Tossing this into my top 10 wishlist.

Also recorded the last half of my gameplay if ya wanna see it.

Will probably play again before next fest ends, and edit this post with the recording.

EDIT: Couldn't resist and had to play it again. Video here if ya wanna see it.

I did gather some feedback though:
- The toggle buttons in the options menu seemingly only respond about half the time
- The HUD text doesn't update if you change the controls (though the tutorial text does)
- The grappling hook should work more like Titanfall 2's imo. Seems to be a bit more restrictive (or I used it wrong)
- The camera feels a bit low. Keep staring at enemy chests instead of heads. Would be nice to at least have a toggle to raise it, if possible.

- Seems like the ammo counter includes the magazine's capacity, and it shouldn't imo. Should be magazine/ammo left
- The turrets are underused. They're only in the first tutorial area. Would be nice if they got placed around the map a bit more.

But yeah, it's damn good and I can't wait for it to come out. The weapon variety is noice (though I did seem to get a lot of ammo for each one - would be nice if it varied a bit more to encourage switching a tad), the enemies are fun to fight (though have wonky AI at times - which I'm attributing to this being a demo), and the hoverboard is so ♥♥♥♥♥♥♥ good I wish other games had it.

(Also noticed that it got saved as "Greylock" in my shadowplay folder, lol)

Thanks for playing and thanks for the vid! I notice the vid is after my ammo rebalance patch, did ammo amount seem more interesting? Also will def have more turrets in full game. Btw fixed HUD binds updating in today's patch thanks for pointing that out.

I think I played before the ammo patch came out, but other than what i said about the HUD's ammo counter it felt fine to me. I mainly switched weapons cuz it's faster than reloading (must continue letting the meme live, lol. Also a subtle way to encourage it for those who know the trick) and just a more fun way to play the game imo.

Finally convinced my brother to play and he basically only used the shotgun "because i like shotguns", so it seems weapon switching is more of a player issue than a mechanical one lol.

Although enemies dropping ammo for any weapon except the one you're currently using could be a possible way to encourage it (if they don't do that already. Though it may feel a bit frustrating for some).

and nice, thanks for fixing that HUD binding rendering bug.
abyssalfoxx May 4, 2024 @ 9:09am 
the grapple is op. The way it works is that it gives you velocity in the direction your looking as soon as you've grappled onto something. That means that you can grapple onto a ledge, look slightly higher than it, then go flying past it. I do agree that the titanfall 2 grapple is awesome though, wouldn't mind it being in the game
bbrainstormer May 10, 2024 @ 10:02pm 
Originally posted by Jaxon_da_Bac:
the grapple is op. The way it works is that it gives you velocity in the direction your looking as soon as you've grappled onto something. That means that you can grapple onto a ledge, look slightly higher than it, then go flying past it. I do agree that the titanfall 2 grapple is awesome though, wouldn't mind it being in the game
I think that's kind of the point. If you've played Severed Steel, you'll know he loves over the top movement mechanics
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Date Posted: Jun 21, 2023 @ 9:47pm
Posts: 4