You can post your feedback here, or email it to me, or on our forums. Whichever suits you better. I keep track of all of them.
Had a glitch where only one gun (only one arm moved) shooted but it didnt do any damage to the skeleton even when i hit them 6 times
Finally got a chance to check out the beta. It was quite interesting. I think there's a lot of potential, but at this point it's a bit dull. Here are some thoughts I had while playing: 1. Shorter levels: I think this is the kind of game that would benefit from a larger quantity of shorter levels. For as long as I played I would have expected 2-3 levels, not one long one. 2. Better spacing of enemies: there were several occasions where I heard more "ows" than anything because I didn't seem to have enough time to fire off six bullets between skeletons. 3. More responsive controls: I hope this is just me, but the fire in particular didn't seem very responsive. Personally, I would think that rather than having a little circle in the middle of the screen on the right and left sides, why not just use the whole left or right side from a certain X position on? Also, I have to admit I was a bit disappointed that you didn't just "lean" to grab things like in the old Indiana Jones mine race game. What is that thing you're grabbing objects with, anyway? 4. Alternate paths: It would be really cool if every once in a while you could select between two forks in the path. It will at least make the user feel like they have a little bit of control. 5. "Stop sequences": it would be cool if once or twice a level the car just stopped for a bit and you had things popping up for you to shoot at, kind of like your cart was being ambushed. I realize some of these suggestions probably aren't plausible or would throw your project way out of scope, but they are just observations from a quick play through. I'm definitely looking forward to what future builds have to offer.
@PointOfLight: Thanks for the feedback. Which build have you played? (The version is displayed in the bottom left corner). To answer your questions: 1. That is being done. 2. Balancing of enemies, obstacles, items, etc is still something I have to finish, so it will be done. 3. Will look into this. 4. Due to the way I have deisgned the game engine, that's not possible ... but, I will see what my creative thinking can help me with, however 5. Falling things and more obstacles are on my list of things to do
1.01 beta. As for number 5, it's really about more than just additional obstacles. I'm trying to think of a recent game I've played that's employed what I'm thinking of, but it would literally be like the cart stops, and in front of you there are several whatevers (boxes, barrels, etc). Creatures would pop up from behind those objects and you'd have to pick them off, much like a shooting gallery. After a few baddies have been dispatched, the cart would start up again. I hope I explained myself a little better this time
I just added speeding up / slowing down to the game. The cart will gain speed, and you have to hit the brakes to avoid loosing health inside the curves or to be able to actually shot and grab things (it does gain quite a significant speed now). I will have a new beta out later tonight, with a bunch of new stuff added in.
@Fletch: I think so. If you just sent in your UDID, you will receive the first beta in a few hours. @PointOfLight: I am rolling out a new beta in the next hours, and some more during the weekend.
This is sort of like the mine cart ride from Resident Evil 4. You need to polish up the graphics significantly. There are clearly visible crop lines and unmatching colors.
The graphics are far from being completed (it's still a beta). Btw ... I just emailed out a new beta to everyone.
Man, I missed the beta email by just a couple of hours (stayed up way too late last night trying to fix a problem on my computer). Can't wait to load up the new beta tonight when I get home from work.
Level length is still not fixed, and I think they size will vary based on the difficulty level you choose.
It's starting to feel more like a real game now I like the health meter, though I got trounced on my first play because I didn't know it was there (or if it was there in the last beta, I guess it was never a problem for me). Is the brake new? Does it actually work at the moment? It didn't really feel to me like my speed was changing any when I hit the brake button. It would actually be kind of cool if the brake were a physical lever in the car that you would see your hand pulling, but that would probably be a pain. I also like the meter that shows how far along the track you are. At least for the sake of the betas, could you make it possible to hit the Game Over / Level Complete signs in order to restart the game instead of having to quit the game and load it up again?
@PointOfLight: Let it speed up If you hit the curves and your speed is in the red zone, you start losing health The brakes do work. Hit the brakes to slow down (if the speed indicator is at the minimum, there is nowhere to brake more. You can't fully stop. Hopefully I will be able to push out a new beta later today, and there will be a basic working menu to restart the game, etc.