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Happy blasting!
Hello everyone. I'm excited to let you try out the new alternate controls I have in progress, as well as a few other extras. I've kicked the proverbial tires quite a bit, so it should work relatively well, but there are a few extra things I need to complete before I feel comfortable releasing them.
First, I really want to know if I hit the mark with different alternate controls, or if I need to continue to tweak them for release. The two new modern modes provide a lot of autopilot like features so they have a couple of built in limitations so as not to dilute the prestige of piloting classic Asteroids style. First, the ship moves somewhat slower and equally in all directions. Second, the score multiplier starts out lower than 1x. These are some things I may tweak based on feedback, but I think it is important to give advanced pilots an edge that goes with the more difficult controls. Rather than amplifying the advantages of the classic mode further, I opted to apply a handicap to the simplified control schemes. I actually find it somewhat difficult to use the easier controls just because I have become so accustomed to the classic simulation style, so I'm really interested in how you like (or don't like) the styles and button/control choices.
A couple of notes on the twin-stick style. You can play the game just using the left thumb-stick as it will rotate the ship in the direction of travel, however the moment you take hold of the right thumb-stick, you can independently move the ship and aim. Under mouse control it is similar, but the ship will only rotate towards the direction of movement if the mouse hasn't moved for 2 seconds. If the mouse is moving the ship will rotate to aim towards the mouse cursor. Also, the mouse pointer will disappear if it isn't moved for 10 seconds. Right now, I'm just using the regular mouse cursor (the hand), but I'm interested in what kind of cursor you think it should have: a dot, small crosshairs, etc.
I couldn't add mouse support to the ship, and not also allow the mouse to be used for menu navigation, so I've re-worked my HUD system to allow mouse navigation for the menus.
My personal feedback:
- A little more responsive thrust, feels like my ability to slide between ships and duel could be improved. Part of the appeal of this type of game to me is the acrobactics. A slide between two ships should let me use an enemies missile to hit them back.
- Powerup icons. They are very confusing as a new player.
- Health, there is no explanation on this, and I'm still confused on guaging my health.
- Weapon variety. I'd love weapon variety on types of shooters. There is a agame on itch.io "astronautics" that I tried did weapons VERY well, but failed on everything else that's you done so well. Consider taking a peek at it and maybe it will give you some ideas. The dueling with the teleporting move especially was so much fun. With Solaroids I don't really get the same feeling of finding a new weapon. Here's a video clip i found on youtube. https://youtu.be/YZljZh9SzGg?t=22s
Keep up the great work. I enjoyed the couch coop experience.
Going to have to look and see if you have dueling yet, but man that would fun too!
Dual-Stick Thrusters - I'll tweak the thrust under the dual stick scheme. Right now it's equal in all directions, but my intent was by default to give a little more umph to the forward thruster as in the other styles. I need to try it out first as it also may end up being confusing if too exagerated. I'm also planning some reverse and side thruster upgrades so perhaps that will let you upgrade to the desired responsiveness. Right now all your upgrades detach when you lose a ship and you are forced to reclaim the on the map before they expire, but I'm planning a tweak that will let you only lose some of your upgrades when you lose a ship. Also in the more distant future I'm planning to provide a way towards some more permanent ship upgrades.
Power-up icons - Are there specific ones that were confusing, even after seeing the introductory tips? Would a dedicated screen that shows the power-up icons, names, and descriptions of unlocked power-ups be helpful as a reference in the options menu?
Health - I'm specifically trying to be a bit vague with this, as just knowing if you can take that next hit or if you should flee to repair is a part of the mechanics. The amount of smoke/sparks emitting from the craft is the indicator, so getting to know how much is to much is the key. That being said however, I have some plans to give additional warning when desctruction is eminante so stay tuned.
Weapons - I'm planning more weapon variety before final release and am interested in what types would make great additions. Right now weapons are unlocked about 1 per level achieved. Free Play mode which is unlocked when you have completed level 10 (with or without continues) unlocks them all from the start.
Teleporting - I"ve had a local controlled hyperspace (in addition to the classic random hyperspace) planned for some time. Being able to fold space to "dash" is intreguing to me and I want to try it out. I'll check out the video.
Dueling - I'm glad you liked the coop. I'm curious how many players you played with. By default friendly fire is turned on, but friendly collisions is turned off. If you set the number of creidts/continues to zero )or a limited number) you can simulate a death match right now. However, I am planning a dedicated deathmatch game mode and maybe teams. I'm very interested in what kind of mechanics/options you think would make a good dueling/deathmatch mode.
Thank you again for playing, your encouraging remarks, and for your support of a solo indie developer.
regarding the health, that makes sense then, just nothing told me in my first loading so I was a little unclear.
The icons are very small and for various weapon types like the shotgun type are not unique enough. Consider larger icons with very distinctive fire pattern type icons to help pick?
The energy is also a little confusing for shots. Maybe consider a small bar on your ship ring that shows remaining shots in the powered up gun? Reading the numbers in a firefight is tough.
I'll try to followup more later. sounds like you have some great ideas