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Overall I know I'm going to love this game. i like the unusual arena shape, which makes trying to judge where the ball is going to go harder; i also like the overall design.
suggestions:
I'm really looking forwards to seeing this game develop. We don;t see many breakouts released these days. They have always been one of my favorite arcade genres.
Now, I'd like to share some information on what we have been doing since NANOS entered the Early Access stage, and comment on some of the feedback we've received.
One of the main things we've been working on is taking care of the bugs we (and you) have encountered during gameplay. Things like physics, balls going out of bounds, and the seemingly random slowdowns/speedups after the ball hits a wall.
Aside from that, we've added some more visual effects to make the effects of power-ups/downs/tricks visible on the player's craft.
We are currently working towards creating a test build. Once we're done, we will make the update available to the community.
We're looking into reducing the amount of time it takes for a ball to return to the players, as the amount of time the ball simply bounces back and forth between boundaries is evidently too long.
To do this we want to make alternative versions of the playing field, which the player will be able to choose from when setting up a custom party-mode game. This is currently still in the concept phase, but we will ask for your feedback once we have something to show you.
Because of your feedback we will also make adjustments to the main menu, to improve the layout and screenflow. This will be an on-going process and we hope to receive more feedback on this.
I hope this post gives some insight into what we've been working on and what we are planning to do in the near future.
Of course, this is not all we have in store for you, so keep an eye out for any new info as we progress through the Early Access stage of development.
400 to 1000 FPS...
GPU usage, heating at 60+ degrees because NO V-SYNC...
It can NOT be forced in the NVIDIA control panel, it does not apply on this game executable for some unknown reason.
I could only limit the frames to 58-60 using the NVIDIA Inspector program, but still my GPU (970) is overheating for this game at 50+ degrees, even after this setting.
Aside from this technical issue, I find the game very generic, but the price is right, and it is in early access, fair enough for now.
Thank you, good luck and best work on completing the game's development.
For now sadly this will go on the sidelines until this issue is fixed, as my computer is worth far more to me than one, albeit very interesting looking, game. Sorry!
Hmm, I don't know about this, unless I'm misunderstanding what you're saying. In all the Breakout clones I've played, including early ones like the original arcade version of Breakout, and the Atari 2600 version, the angle that the ball bounces off the paddle is a direct function of the angle it was already moving and the spot it hits on the paddle. Generally, the closer to the center it hits, the straighter it goes, so you do have control over the direction it bounces off by where you choose to hit it.
In other words, there shouldn't be any significant randomness involved, unless you are suggesting just a very small amount so it won't be exactly 100% straight, in which case I'd agree. You shouldn't be able to just position the paddle and have it bounce perfectly back and forth, but you still should have a great degree of control by where you choose to have the ball hit the paddle.
This is all probably a moot point, since I there don't appear to have been any updates for this game for quite a while.
@Devs: Now, I'm guessing the focus of this game is multiplayer, and it could well be enjoyable then. Unfortunately, I don't have people to play with,so I'm trying to play single player, and I gave up after 10 minutes due to tedium.
As has previously been said, the ball often ends up bouncing around on it's own with little input from the player. This is due to the playfield having angles that can bounce the ball away from the player. The main ways to fix this would be: Change the playfield, have the ball speed up with each non-paddle bounce or give the player multiple paddles. I've seen other mechanics, but they fundamentally alter the game.
Another annoying bug is that even when you push the paddle all the way to one side, there is still enough room for the ball to pass between the paddle and the barrier. This happened twice in my 10 minutes of playing.
hey, sorry for a very late reply. but I'm unable to leave comments on your profile. I have question about Nanos. I hope you don't mind.