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First impression - VR and Non-VR
I tried the game with my Oculus Rift, and other than being a bit sea-sick while moving around (I prefer a teleporter mode when moving in VR-games), I found the game pretty intuitive and very fun to play.

The non-vr experience... well... it needs a lot of work. I simply did not like that we have to continue aiming with the mouse while making the shot. I would prefer something like a 3 or 4 click experience. Example: 1. Position and Aim (click), 2. Set power and spin (click), and 3. releasing the ball (click). That would work great with a controller.

Other than that, I really like the game.
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Showing 1-3 of 3 comments
spl  [developer] Oct 3, 2018 @ 4:50am 
Hi, and thanks for the feedback!

We use walking between throw positions because typically the distance to move is very short and it is hard to teleport very short distances. But as you said, there's the draw back too. When the lane changes, the player is teleported automatically to avoid any large movement.

We decided to implement similar mouse controls as in our old bowling game. The idea with continuing to aim during approach is that in real bowling you need to be very precise with the direction of your swing and you swing while you approach... so we have tried to bring some correlation between mouse throwing and real throwing also.

But this is definitely not a one solution fits all type of issue and I think we could make more people happy by having at least two different control schemes. If you know some great examples, I'd be interested... but in any case, we'll give this some serious consideration.
Last edited by spl; Oct 3, 2018 @ 4:51am
KingBobCat Oct 3, 2018 @ 6:08pm 
Originally posted by spl:
Hi, and thanks for the feedback!

We use walking between throw positions because typically the distance to move is very short and it is hard to teleport very short distances. But as you said, there's the draw back too. When the lane changes, the player is teleported automatically to avoid any large movement.

We decided to implement similar mouse controls as in our old bowling game. The idea with continuing to aim during approach is that in real bowling you need to be very precise with the direction of your swing and you swing while you approach... so we have tried to bring some correlation between mouse throwing and real throwing also.

But this is definitely not a one solution fits all type of issue and I think we could make more people happy by having at least two different control schemes. If you know some great examples, I'd be interested... but in any case, we'll give this some serious consideration.
Even though this game isn't suitable for my home arcade machine with the current control set up, I still haven't given up hope and am encouraged that you may be considering alternative control schemes.

What would be ideal for my X-Arcade Tankstick (with a trackball) is to simply walk up to the lane/ general positioning (using the mapable joystick). The trackball would control the release & speed (backward, then forward mouse motion). The aim of the ball would be set by the trackball accuracy, side-to-side with that swing. (It would be mouse movement only, no mouse button clicking, and therefore, be compatable with the trackball). That is also the system on the current, most popular bowling arcade machine: Silver Strike Bowling. Is it possible that this control system might ever be offered? :summerufo:

https://www.youtube.com/watch?v=lmKle5mkR8g
jack.anderson19 Oct 6, 2018 @ 5:57am 
The mouse aiming while making a shot is pretty well honed I feel ( it's subtle but there - just enough to need a bit more focus , hand movement , skill .) - game's excellent including sound .
Last edited by jack.anderson19; Oct 8, 2018 @ 5:15am
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Date Posted: Oct 2, 2018 @ 2:00pm
Posts: 3