Flop Rocket v2.0 Early Access

Flop dat rocket all the way to SPAAAAAAAAAAAAAAAACE!
@bsb333? I added you :smile:
My BscotchID is ulnarevern so if you want to add me other persons... :smile:

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Posts: 1831
Location: Bordeaux, France

Just made it to space! Perk didn't show 100% at first, took some time to update I guess. I feel like slide wheel controls should be default, or make it clearer that there are two control options cause I didn't see it for awhile. Maybe an option to change the direction (slide up rotate left instead of slide up rotate right). Also some way to see what the max upgrade will give you would be nice. There's no way for a player to know that upgrading armor will eventually give you three starting armor. Worm food is kind of useless? I didn't upgrade it fully but once you pass your first bunch of worms (which can be avoided easily), you're out of worm food! An option to choose when to use the worm food would make it much more useful. Really fun! (and frustrating ha).

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Posts: 23

New feedback incoming!

- Why not making the post-collision protection last depending on the speed/obstacle collision? It is annoying from time to time that colliding with one thing makes you collide to a other one and boom you're dead. Except if it's a choice you made then I'm okay with that.

- The worm slowdown happens once the worm by itself is showing and stay until the hole of the worm get outside the screen. It seems (my eyes may trick me) that once the worm itself is not on-screen anymore I gain a few FPS. I hope this may help you find the cause.

- About BScotchID, and everytime you put a homemade keyboard, to put it a little bit higher (like... Let's say 10 pixels)?

- Some missions seems irrelevant from time to time. I'm really exaggerating but it would be like: travel 3000 meters and then kill 2 caveworms when you have only one or two levels of unlocks and never made it to 500 meters, or on the contrary: collect 10 coins when you have fully upgraded the magnet.
In fact it's not even really a problem by itself. It bugged me out once that's all. So you may not even consider this feedback.

- I confirm, Agility is making my game harder (slidewheel controls). Let me (try to) explain: I have a small screen and higher agility implies higher turn rates. The problem on a/my 4" screen is that it's so small that the movements become harder to control precisely. Of course it's better for big moves but precise ones are harder to perform. I hope this make sense.
I have a problem that is probably more hardware oriented but it costs nothing to mention it: as long as I keep one finger permanently on screen, I can only touch the rest 4 or 5 times. The "finger counter" does not reset (or something like that) so I need to keep my finger off the screen and use the sidewheel only when I have to turn (sometimes it may be better to keep the finger on it. And more precise)

- Why not a BScotchID topic and a list with all the persons who have a BScotchID?

- Why not adding a system to classify our friends? By name/level/last game played and so on

- Will there be a web page to access BScotchID? And will we be able to see what the other players did?

- I think that's all for now :)

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Posts: 1831
Location: Bordeaux, France

SO MANY POINTS.

The bouncing was indeed a choice to add difficulty and HILARITY.

We'll see if Seth's no-particle option helps out the worm problem.

We can probably move the keyboard up a bit. We have to make sure the thing works devices that are almost square and those that are super-wide, so getting a good UI that's also nicely functional is always a pain.

Some missions are irrelevant! We wanted a really wide range of difficulty so that you could have some stretch goals, would have a hard time always winning, but on the other side wouldn't end up having all missions suddenly be too difficult. If it only annoyed you once I think we pulled it off :smile:

I can see how that agility thing could be a problem. We'll think through some options to deal with it. As for the multi-finger thing, I've never heard of that problem so it probably is a device problem. Sorry about that!

And finally, the BSID stuff. We're hoping to have, someday, a few hundred thousand BSIDs, so a list of everyone wouldn't be very practical! Plus we want to make it a little private, sort of like Steam, so that you can find someone if you know them or see them in a leaderboard or whatever, but that there won't be a straight-up directory. Of course, players are welcome to do whatever they want with their BSIDs (including compile their own lists). And it probably would be good to have a BSID discussion in the forums, so I'll add that now (http://forums.butterscotch-shenanigans.com/categories/bscotchid)!

In your in-game friends list we do show their level and last game played, and are talking about letting you tap on that friend to see their best scores in the current game. We also want to have friends-only leaderboards at some point, and then global ones shortly after that. There are lots of ideas we're kicking around about how to expand this thing, but we're about to stop adding things and just call this "version 1." We'll come back and do a major revision sometime down the road after we've learned from all of our mistakes.

The main difficulty, currently, is that we're trying to integrate BSID into games that weren't designed around it at all. So adding things like leaderboards within the game and so on would require a lot of UI re-tooling, which we want to avoid. Our plan then is to sort of let this stuff slide for the current portfolio and start adding these features a lot more to the upcoming games. Narwhal Online is our grand experiment for this system, so we're going to try all kinds of things there. Might be a disaster.

Also, we have no idea how far we can go with BSID before its ability to serve as a revenue generator gets offset by the fact that it's also a revenue sink. We're going to add features slowly and see what happens after big game launches to make sure we can handle the maintenance and the costs.

We will put together a legit website for BSID stuff at some point, with profile pages and the like, but that's a down-the-road project. Right now we have more than we can handle trying to get web stuff working within our games, so we don't want to add another major project that isn't directly creating new games. In the meantime, I'll probably hack together some simple leaderboards and things just so we have that functionality.

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Posts: 1722
Location: Dallas, TX USA

À lot of answers! That was what I thought for the bouncingness but I wanted to be sure I guess.
And ok for everything else! :smile:

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Posts: 1831
Location: Bordeaux, France

I noticed that black holes are super random. Sometimes they help you and are great! But other times they cause you to warp just before you were about to refuel or they warp you just past a refueling station so you end up running out of fuel. I don't think such a random element that can't really be avoided is good for the game.

I thought of a fix- calculate how far you are to the next refueling station before the warp. Then warp a certain distance that is less than (or greater than, up to you) your upgraded distance value such that where you end up is the same distance from the next refueling station that you were originally. Hope that makes sense... yes?

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Posts: 23

@sam? Black holes are indeed creating a lot of problems for people. Your idea does make sense, but doesn't work with the way the game is currently set up since you can upgrade the distance that black holes travel and fuel pads are placed at defined positions. We'll come up with something!

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Posts: 1722
Location: Dallas, TX USA

Completed the game yeah!!! Blackholes really can be deadly. Once there was one exactly after a fuel pad and sucked me right into it and it was especially frustrating because i was at 3000m and had a perfect game up to this point and now that my fuel ran out i lost all my armor.
Didn't have any problems with the game other wise though :)
Also I came up with another upgrade path you could do. Why not add critical for the duck gun where you occasionally shoot triple shots
and once the gun is fully upgraded it shoots bazooka missels when the critical is triggered?

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Posts: 340

Actually i came across a bug just now: even though i've made it to space i didn't get the perk for it...

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Posts: 340

I was thinking of something: if the lags I encounter may be surprising, this makes it feel EXTREMELY DRAMATIC. And I find it kind of nice in fact, to be able to flirt with death in a classy way, like getting a few pixels close to the earthworms.
A time slowdown item could be fun in fact.

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Posts: 1831
Location: Bordeaux, France

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