Vertiginous Golf

Vertiginous Golf

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Kinl23  [developer] Oct 7, 2014 @ 11:51am
Official Multiplayer Feedback Thread.
This is the place for all your Multiplayer bug reports, suggestions and feedback.
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Showing 1-15 of 34 comments
Bovine Oct 9, 2014 @ 8:30pm 
I tried the various modes with a friend this evening and it was a pretty good time. Of about 10 matches, we only had a problem on one. I was idling doing whatever for a few mins and she finished the hole, then on my screen it just said 'Waiting'. And I cound't shoot and she could get in the humming bird and move around but couldn't do anything else so we had to restart.

Some suggestions:

In arena, we both had diffiuly figuring out where the holes were that just got taken. 'Hole0' isn't very descriptive. I did see there was a name or something next to the holes when someone has one, but in the heat of the game you can't really tell where they are or who has them. Maybe color the area around a captured hole a certain colour if one player owns the hole associated with it.

I didn't see the influencer bug in multi classic mode. I'm not sure if it shoudl be there or not, but I would like the option to use the influencer and not the weapons.

We both missed the fact that help is more than the initial page. Should make that arrow bigger or maybe add page 1/4 :) some useful stuff like how to use the weapons come after. It also wasn't immediately obvious that the weapons come from the hummingbird. I thought you'd just press X/C while you were in player mode and that wasn't working.

I thought race mode was going to be the same 9 hole courses, but be more about who gets to the hole first. Like speed chess. I did like the racing hole, but my f riend thought it was too big and I did kind of wish we could play the 9 hole courses in 'race' mode instead.

Overall really impressive game though. The included holes are pretty fun to play and with workshop support, I can see playing this for a long time.

Last edited by Bovine; Oct 9, 2014 @ 8:40pm
Kinl23  [developer] Oct 9, 2014 @ 10:18pm 
Thanks for the feedback, we're aware the Turorial and instructions have slipped in relevance now we've added more complexity and limited some powers. Something I'm on right now.

I agree with your Arena flag identification issues. Will definitely look at that.

Will look into the connection problem, let us know if it happans again under what circumstances.

We would really like to give more options like influencer on or off per match, etc. and it is possible, but it becomes a complication when we try to have leaderboards for all the variations, which is one reason they're not available for Multiplayer at the moment. Something we're thinking about.

A course creator is coming next, people can make and share their own hellish or not creations. I'm looking forward to those!

Keep the feedback coming. We really appreciate it.
Last edited by Kinl23; Oct 9, 2014 @ 10:19pm
Benny Bologna Oct 9, 2014 @ 10:43pm 
If someone alt-tabs their game, while in a multiplayer match and during the time between finishing a hole and going to the next one, they will be unable to continue with the game. For us , it showed our friend's stroke count for last hole. He said he could move around as a hummingbird, but he could not switch back to the golf club or go onto the next hole.

This happened to one of my friends, and he had to close and relaunch the game.
Last edited by Benny Bologna; Oct 10, 2014 @ 12:46pm
Bovine Oct 10, 2014 @ 9:08am 
I was likely alt tabbing at the time when that happened too. I was playing in windowed mode actually so frequently clicking other windows than the game.

I think you could get around the leaderboard thing by allowing extra options in 'casual mode' which isn't tracked by leaderboards. I don't think everybody *has* to be play by the same rules in a game either. Golf has handicaps; if I"m much better than my friend, I might want to give her the influencer bug and I just go without.
Kinl23  [developer] Oct 10, 2014 @ 9:32am 
Thanks, we'll look into those issues.
gameflorist Oct 25, 2014 @ 10:23am 
hi there!

first of all thanks for such a great game! it really brings a fresh flavour into the steam-library. :)

i have 1 question/request regarding multiplayer though: why is local multiplayer only limited to 4 players? since it's a "pass-the-controller"-game-mode, it shouldn't be a problem to support more (up to 8 or even more) players, or not? are you planning on increasing this?

imho "Vertiginous Golf" would be a perfect party-game, and parties often have more than 4 players. :)

best wishes
mandark
Kinl23  [developer] Oct 25, 2014 @ 6:03pm 
Hi mandark

It shouldn't be a problem to increase the local mp limit. I'll look into it for sure.

Thanks for the feedback and if you do have a party with VG we'd love to know about it and how it went.

gameflorist Nov 3, 2014 @ 4:38am 
Originally posted by Kinl23:
Hi mandark

It shouldn't be a problem to increase the local mp limit. I'll look into it for sure.

Thanks for the feedback and if you do have a party with VG we'd love to know about it and how it went.
thanks a lot for considering! i'll definitely provide feedback after the first VG-party. :)
Bovine Nov 15, 2014 @ 11:05am 
I've been playing ths a bit more lately with a friend. A few things I'd like to add:

Too much of an overall delay between holes. After the last ball goes in, the score card comes up and everyone has to click close. Then the level loads and you go into an automatic fly over when you've seen the hole many times, so you press 'B'. Then once everyone has pressed B it does a count down. 3,2, 1.... and now I can shoot again. We like to play the easier courses so the holes don't take long. After a few games you start to feel the pinch of the delays.

Instead; last person sinks the ball, level loads immediately into the next hole, no mandatory fly by. Prompt the user to press tab to see the full scorecard if they feel lke it maybe. Countdown could be quicker, but I do think it shoudl be there since you have differieng load times.

I noticed you added the influencer bug to the hard co op courses :) that was cool. I think it should still be an option for the easier courses. Make it not count on the leaderboards rather than seperate leaderboards. Adding the optional ability to change clubs even on easier courses would make for some fun alternatives to the usual too.

Lastly, are there any plans for a terrain type view? until I played the harder holes, I didn't really need it, but I'd like to know where the slopes are / how steep an incline it is. LIke a grid type view.

Overall this is shaping up to be a great game. Just need more players. Maybe long term a demo might be a good idea. People might have forgotton that mini golf is a fun game to play online :)
Last edited by Bovine; Nov 15, 2014 @ 11:32am
Kinl23  [developer] Nov 15, 2014 @ 12:10pm 
Thanks Bovine,

We'll definitely take a look at your suggestions. I must admit i'd prefer to give players more match customisations so you can create the games you want, this will become even more useful when we have the ability to create and share courses which is the major task we're working on at the moment.

We didn't have plans for any aim or terrain slope helpers, mainly to keep it simple and more true to the real game of minigolf. Although it doesn't mean its out of the question, we want the game to be as fun as possible and feedback like this is great.

It is a shame our servers are quiet, there is a huge amount of great competition out there (especially this year) and I think quite a few of us small developers are struggling to get eyes on our games especially since it seems Early Access has gained a bit reputation for burning customers (I personally have made some bad purchasing choices on other Early Access titles), But we are 100% dedicated to releaseing VG fully featured and on schedule.

Thank you for your continued support.
gameflorist Nov 23, 2014 @ 6:38am 
we've played a 3 player local coop the other day, and i have the following suggestions:

o from time to time it was very unclear, which player's turn it was. my suggestions would be:
- write something like "Player 2's turn", when the turn changes
- and highlight the currently active player in the top right player list

o the possibility to set player-names would be great. on top of that, it would be great if the game would store these player-names or even create local profiles. this way, player names would not need to be entered again after each launch.

o not a multiplayer, but rather a controller related request: please set a deadzone for the controller. i have a x360 controller, whose left stick tends to slide to the left even en a neutral position (a fault, that is not uncomomon with these controllers). setting a minor default deadzone in your game should not harm gameplay, but would solve these calibration problems, which are rather annoying especially in this game, where you need to aim precisely.

apart from that, we had a lot of fun with VG! many thanks for your already great game! :)
Kinl23  [developer] Nov 23, 2014 @ 11:05am 
Great thanks for the feedback, we will look into those suggestions.

However you can set the player names in local mp to whatever you want, perhaps we need to make it clearer they're editable?

Thanks
Sky Jan 10, 2015 @ 11:59pm 
I actually had no idea that you could edit the names in Local MP either. I like a lot of what Mandark is saying for local multiplayer improvements too. I realize I am late to the party, i was just coming back and checking for an update.

But yeah, names and better indication whose turn is it would be nice. OH RIGHT. I am not sure if the game already does this as I haven't played in a while, but something that kind of bothered me

It seems like player 1 is always the person who starts out the hole. Ahh, I forgot what my thought was since it was a long time ago. I think it was like it should be whoever gets the golf ball into the hole first should start the next hole.

Reason for that is if you're both completely new to the course, I often found my player 2 to just kind of copy what player 1 would do most of the time. It's hard to blame them obviously, but I think it's harder to start a level completely blind so whoever is doing the best should probably start the hole so that the players doing not as good can sort of get a feel for the level and get a chance to catch up.

But like I said I played a long time ago and it might have just been that I always got into the hole first so I don't know if this system is already implimented. IF NOT, I'd really enjoy that. Sort of makes it a bit more balanced I think. I know Kirby's Dream Course did that and it had a lot of cool multiplayer golf ideas that it never really fulfilled.

sorry i wrote way more than i meant to and a lot of it is probably ramblings but hopefully you guys know what I mean
Kinl23  [developer] Jan 12, 2015 @ 9:37am 
Awesome thanks Andry.

We will look into it, thanks again for the feedback, keep it coming.

Sorry you didn't find an update, we're a small team and some of the later features (story and course creator) have been harder to drip feed to players in Early Access without spoiling the experience, we think it'll make for a much better release for everyone when we release in the first q of this year.
Last edited by Kinl23; Jan 12, 2015 @ 10:28am
welbot Jun 16, 2015 @ 7:14pm 
I agree with others in saying that who's turn it is was confusing when I played with my friend the other day. He started the game, so I'm not sure what settings were chosen or available, but it seems we were playing simultaneously or something. Is there a standard golf style play mode where you take turns, and who ever is furthest from the hole has the next shot? (while the player is having their turn, the other player would I guess be in the humming bird mode so you can watch them have their shot?)
Also, is it possible to make it so you can look around/aim without having to hold the left mouse button?
Last edited by welbot; Jun 16, 2015 @ 7:18pm
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