Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I remember you too, Spandex! ~Infected or Alec
Still a great game, and I have not found any fast paced non-violent "arena" games since RRDD, so that itch has basically just remained unscratched since the community for this game slowed down. If anyone knows of anything that fits the bill, let me know.
Ideally, I'd like to just see a game that is basically like this but built from the ground up to make ball physics more predictable when dealing with lag. That may not even be possible though. If you sit back and think about all that happens in this game in a fraction of a second, it's incredible what Erik was able to accomplish with the Unity engine. How many of us old-timers have had someone really close to you holding a ball, trying to time their throw so that you don't catch it, but you've played with that person enough to anticipate when they'll throw... and you click and catch the ball before it's even visible on your screen (anticipating the dead-before-the-ball-hits-me lag mentioned earlier). We're talking a sub-ping-time interaction in a physics based competitive game... I'm not even sure how that works. It's totally mind blowing.
Anyway, I don't really do discord communities, but if anyone pops in to play some time maybe I'll be there. I'm a lot worse than I used to be, so you'll probably have an easy match. :D
By the way....
Alek... stahp!!!
Also, for some reason it's quite hitch-y, even offline, but I guess that's the Unity-jank or something. - Imagine this game remade in UE4 or something. Even 'Rocket League' is just on UE3 and that looks alright.
I don't see why this game didn't become and remained big, considering it's basically from before other things that came after that are still flying high today. Though, I feel like 'Rocket League' probably stole its thunder later in the same year that this game out (just months in between). - I think it could easily make a comeback.
I purchased it some years ago, thinking I could just jump into it and have some fun. But nothing but deadness and I was disappointed. - Just late to the game, I suppose, literally.
But it's just sad, because apparently there are hundreds of thousands of owners of this game and in the last year there were only dozens of players at the same time, at most just hundreds in the last 6 years. - Why?... Why buy this, rate it positively, then never play it again?...
Sorry to necropost 6 months later, but this game was free on Reddit like, 5 times leading up to its release. That's why there's so many reviews, because people with a potato would download it, play it for 20 minutes, go "Oh wow this is really fun", and then rate it highly.
Those players didn't stick around for 6 years, but hey, they allowed the game to have players at launch, and that's impressive for an indie multiplayer FPS with no marketing budget.
This game was actually quite commercially successful, as far as indie games go. The dev was able to work on it full time for a few years before moving on to his next project. He did give it away a few times before launch but the majority of the playerbase was actually paying customers by the end of it. I'd reckon only a small portion of the reviews were people who received the game for free. Granted though, the game was *very* cheap when it went on sale, which it did often.