COMPOUND
 This topic has been pinned, so it's probably important
BEVAN  [developer] May 15, 2018 @ 1:41am
Planned Features & Feedback Here
First of all, HUGE thank you for everyone who has helped support COMPOUND with your early access purchase. It may take a long time to finish but I WILL NOT let you down.

First of all, for those that want to keep up do date with developments, please subscribe to my youtube channel or twitter:

https://www.youtube.com/channel/UCLyIGvU2eSB6cqP9WzT6l3g
https://twitter.com/notdeadgames

If you would like to know what I have planned, and what bugs are known about, please check out the public version of my Trello board, here:

https://trello.com/b/Z3YGS6f9/compound-vr-public

If you spot a bug not on the list, please let me know and I'll add it. Also, feel free to add your ideas, feedback, or anything at all! I'm really interested in what everyone wants added next.

Have a great day!
Last edited by BEVAN; Nov 10, 2019 @ 4:29pm
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Showing 1-15 of 838 comments
Sofa King May 15, 2018 @ 3:31am 
Played through and got to loop 1 warehouse on medium. Initial thoughts:

Amazing sound design. Very satisfying reloading feedback, every gun was a pleasure to reload and use because of the sound design. Good sound cues from enemies as well. Only downside on the sound side is that the glass shattering sound is a little too intense/sharp. It hurts my ears. Might just be me, but I'd appreciate if you toned that down a bit.

The guns are all fun to use. Ammo was plentiful enough that I could use 2 non-pistol guns and not run out for the most part. The reloading is just involved enough, but you may want to change the mechanic for retrieving ammo to reach down a bit towards waist. It's odd to just turn your hand into ammo and feels a bit too gamey, although if it's an intentional design decision I wouldn't fault you for it.

I would love to see an option for snap-turning by the way, I've gotten used to it in Skyrim and it makes cable management a much smaller issue.

I know you're planning to add a lot more, but in the meantime you might want to change the loop mechanics so that all enemies spawn in the sewers and warehouse when you start looping. Also, increasing enemy density with each loop and maybe less ammo/health spawns?

In the long term I'd suggest weapon upgrades, possibly straight upgrades (increased fire rate/bullet count/damage) or even better, mechanic upgrades/alternate fire options. For example an upgrade to the shotgun that gives you a tool that holds 2 shells in the correct position to reload both barrels at once (only comes up when you need to reload both barrels). Laser sights, of course. Bullet spread reducers for the shotgun or SMG. This would give a good risk/reward mechanic. You run out of bullets on your souped up gun, do you hope you get some ammo soon or ditch it for another? Would be particularly interesting if you made bullets a bit more sparse and made guns despawn.

Regardless, great work and I can't wait for future updates!

Edit: a couple of other thoughts: I like the stealth mechanics proposal on your trello, give a small advantage when the player opens the door on enemies with their backs turned. Also, elevator is too jumpy, it needs a better transition than suddenly appearing in the middle of the next floor. Actually going through the elevator ride would be much smoother as long as it didn't take any real amount of time (and would also let you put enemies in the first room)
Last edited by Sofa King; May 15, 2018 @ 3:37am
Sattmann_DE May 15, 2018 @ 4:01am 
Demo was fun! Maybe i buy also the EA Version. What about implementing coop?? Coop has been the killer feature in VR to me in different other great titles like Arizona Sunshine, Dead Effect 2 and Farpoint (PSVR).

BEVAN  [developer] May 15, 2018 @ 4:37am 
Originally posted by Sofa King:
I would love to see an option for snap-turning by the way, I've gotten used to it in Skyrim and it makes cable management a much smaller issue.

Are you a Vive user? Snap turning is off by default but is in the menu for Rift players. Hold down the menu button and turn on front-facing mode.

Originally posted by Sofa King:
I know you're planning to add a lot more, but in the meantime you might want to change the loop mechanics so that all enemies spawn in the sewers and warehouse when you start looping. Also, increasing enemy density with each loop and maybe less ammo/health spawns?

Enemy density increases after a few loops. How it works is that each loop actually increases the difficulty, but after 'hard' it startes increasing the enemies instead. I think mixing up enemy types on later loops is a good idea. Thanks for the advice, I'll try to improve the balancing there.
BEVAN  [developer] May 15, 2018 @ 4:39am 
Originally posted by Sattmann_DE:
Demo was fun! Maybe i buy also the EA Version. What about implementing coop?? Coop has been the killer feature in VR to me in different other great titles like Arizona Sunshine, Dead Effect 2 and Farpoint (PSVR).

Thanks! About COOP, it's too much for a one man developer like myself to take on a single player game *and* implement COOP. I am in favour of expanding the scope of the game if it becomes popular but I have to draw a line somewhere or feature creep will damage the outcome. Sorry!
Blaise May 15, 2018 @ 5:42am 
Super excited to see the game starting to grow, EA version is a lot of fun.
Adding accuracy bloom to the handgun was a pretty nice touch, but it makes the tank robots really scary when you're out of ammo!

They're not major improvements, but I think smooth turning and head-orientated locomotion would be nice features to add in the future.
Goodman May 15, 2018 @ 6:23am 
Congrats on the new release. Will buy right away as the demo has been great fun for me and friends who I've introduced it too!

Hopefully, enough people will buy it so you can develop it even further. Me and bunch of friends would love to see at least 2 player coop at some point in the far future but for now, happy to see where you take it solo! :)
Sofa King May 15, 2018 @ 7:55am 
Originally posted by BEBUN:
Are you a Vive user? Snap turning is off by default but is in the menu for Rift players. Hold down the menu button and turn on front-facing mode.

Yeah, Vive user. I think I remember seeing that option in the menu and having no clue what it was. Thanks!
rchrdcrg May 15, 2018 @ 8:52am 
There are just a couple things that I'm not entirely keen on. Now that the map shows from the start and there is a red arrow pointing to the nearest enemy, the game feels less suspenseful as there are fewer unknowns. Perhaps hard mode could have those turned off, and the map uncovers as you go with no indicators. I really miss that feeling of truly not knowing what's around the corner.
I also really wish locomotion could also be tied to HMD direction and not just the controller's direction. I personally prefer this from other games, and with all the hand motions in this game for reloading and such, being able to handle your direction of movement by where you look seems like a necessary option. As well, I'd love to set the button for sprinting... pushing the thumbstick on an Oculus Touch controller is a pain, and I'd much rather use the trigger on my off-hand to sprint with, but currently that's the only control that doesn't seem to be remappable.

From there, it's all suggestions! I'd just love to see more variety, more variables, things like maybe having a timer after the final kill to get to the elevator before that floor fills with poison sewage/gas/whatever. Also, things that help with presentation and immersion, like seamless transitions between levels with the elevators rather than the disorienting hard-cut from wave to wave.

I've been waiting months for this game to finally come, and I didn't hesitate to buy it as soon as I saw it was out! $20 does seem a tiiiiny bit steep... but I've put so many hours into the demo that it only seemed fair to buy it ASAP.

I also tried the updated demo right before purchasing, and I have to say, it's pretty scaled back compared to the previous demo... only one loop with no increase in difficulty? I know the previous demo was fun enough for lots of us to play for hours, so I get that it had to be cut back, but maybe at least 3 loops? I would just worry new players won't quite get "hooked" the same way that the rest of us did with the previous demo.
Last edited by rchrdcrg; May 15, 2018 @ 9:00am
leppermessiah May 15, 2018 @ 11:09am 
Feature requests: Vignetting, please. :)

One more thing, for us Vive users. Unfortunately, clicking the thumbpad can wear it out, so if movement could be touch activated instead of press activated, that would be nice. Or touch for walk and press for run.
Last edited by leppermessiah; May 15, 2018 @ 11:13am
Fergus Buckner May 15, 2018 @ 11:34am 
Love the game! And when I seen you had the same second name as me I just had to buy it! We probably have common clan ancestors ha.

My first feedback is with regards to the locomotion on rift. Is there any way you can make an option so that direction of movement is related to just the analog stick and not the orientation of the controller? Because when I want to look at the map on my wrist it's impossible to look at it and keep moving properly, because obviously looking at my wrist is messing with the direction I'm travelling in.

Keep up the good work this game really is great! The only other thing I've found myself wishing I could do is snap my wrist up to close the shotgun barrel, rather than just having to press the button again. That would be EXTREMELY satisfying!
BEVAN  [developer] May 15, 2018 @ 2:31pm 
Originally posted by rchrdcrg:
Now that the map shows from the start and there is a red arrow pointing to the nearest enemy, the game feels less suspenseful as there are fewer unknowns. Perhaps hard mode could have those turned off, and the map uncovers as you go with no indicators. I really miss that feeling of truly not knowing what's around the corner.
I also really wish locomotion could also be tied to HMD direction and not just the controller's direction. I personally prefer this from other games, and with all the hand motions in this game for reloading and such, being able to handle your direction of movement by where you look seems like a necessary option. As well, I'd love to set the button for sprinting... pushing the thumbstick on an Oculus Touch controller is a pain, and I'd much rather use the trigger on my off-hand to sprint with, but currently that's the only control that doesn't seem to be remappable.

How about the arrow only turns up when there are a only couple of enemies left? That way you still have the suspense, without the risk of getting bogged down trying to figure out where the last enemy is. Also, HMD direction is more popular than I though; I'll add it soon. Will look into seperate sprint button.

Originally posted by rchrdcrg:
I also tried the updated demo right before purchasing, and I have to say, it's pretty scaled back compared to the previous demo... only one loop with no increase in difficulty? I know the previous demo was fun enough for lots of us to play for hours, so I get that it had to be cut back, but maybe at least 3 loops? I would just worry new players won't quite get "hooked" the same way that the rest of us did with the previous demo.

It loops. It should loop? But now it's 2 maps per loop instead of one so maybe. There is no limit to the number of loops. Hopefully I haven't messed something up.
BEVAN  [developer] May 15, 2018 @ 2:33pm 
Originally posted by leppermessiah:
Feature requests: Vignetting, please. :)

One more thing, for us Vive users. Unfortunately, clicking the thumbpad can wear it out, so if movement could be touch activated instead of press activated, that would be nice. Or touch for walk and press for run.

On Vignetting, I'll add it to my todo list. The touch to walk, press to run option is already available. Check the locomotion mode in the options :)
BEVAN  [developer] May 15, 2018 @ 2:35pm 
Originally posted by Brick Top:
Love the game! And when I seen you had the same second name as me I just had to buy it! We probably have common clan ancestors ha.

My first feedback is with regards to the locomotion on rift. Is there any way you can make an option so that direction of movement is related to just the analog stick and not the orientation of the controller? Because when I want to look at the map on my wrist it's impossible to look at it and keep moving properly, because obviously looking at my wrist is messing with the direction I'm travelling in.

Keep up the good work this game really is great! The only other thing I've found myself wishing I could do is snap my wrist up to close the shotgun barrel, rather than just having to press the button again. That would be EXTREMELY satisfying!

Oh, you are a McKechnie? We are very rare!

Seems like HMD based direction is very popular so I'll add it soon. Shotgun idea is great!

Thank you Mr. McKechnie!
Fergus Buckner May 15, 2018 @ 3:20pm 
Sure am! No, thank you! Your game feels really polished and it's a breath of fresh air. Glad someone with my name can produce such fine work haha!
bigtroy1114 May 15, 2018 @ 6:17pm 
Leaderboards would be great for this game, is it in your plans?
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