New thread because it’s live!
Our system requirements are higher than I’d like, but that’s a sacrifice we made for development speed. Enjoy, and any and all feedback still welcome…
New thread because it’s live!
Our system requirements are higher than I’d like, but that’s a sacrifice we made for development speed. Enjoy, and any and all feedback still welcome…
Man that is fun! Congrats on the release. It has been fun to watch it develop.
Ricko
Congratz! Great game
This game is awesome… Well done guyz!
I loved it back when you first showed it off, and now with all the tweaks and additions it’s extremely fun. Congratulations!
Even better than the last time I played it. Hey, didn’t it once have gamepad support? Where’d it go?
congrats on the release! (and is it my imagination or did you guys knock that out really quickly?)
i find the transition to ‘jump cam’ a bit jarring, but very well done overall.
lots of fun ; )
Congrats! I updated the WMG site today and have linked to it from a couple of pages.
Much better than the first version!!!
We first broke ground on this game at Unite, but we totaled about 8 weeks of fulltime work on it.
This is intensely fun. Great work!
This looks great, but it’s virtually unplayable on my Macbook (GMA 950). Any chance of improving performance, or at least adding some options?
We’re looking at improving performance. System requirements are definitely very high (in 8 weeks something has to make a sacrifice)…
A standalone version would most definitely approve performance on Macbooks.
You guys got a really positive response over at Something Awful. How’s the reception been elsewhere?
The thread is almost identical everywhere it exists:
http://forums.penny-arcade.com/showthread.php?t=47820&page=7
http://forums.xkcd.com/viewtopic.php?f=21&p=507571
About half the people can’t play it and are sad/upset. Of the people who can play it, 95% absolutely love it and are posting screen shots and scores and talking about their achievements. 5% completely hate it and think it’s like being duct-taped to the front of an angry bear. So, yeah, it’s been wonderful. Silly as it is, I think it’s a lovely game - mega kudos to Matthew for balance and game design. To paraphrase Raph Koster, the opposite of good isn’t bad, it’s indifference ;).
I just hope we can get it optimized a bit more so more people can play it.
This is fantastic! Flashbang is now officially a cool company (especially after the press release you did :))
If you need any help in optimizing it, we’re all open!
You stole my afternoon!
Seriously guys, this is and amazing game. It is just incredibly fun all around. From the start the concept was grand and with the new gameplay additions it just got a lot better.
I can’t make a post about it without constructive crits though. Here they are:
The boxes catching on edges of the exporters is frustrating and should be eliminated.
The car having friction with ramps when the suspension is compressed all the way and the car body hits the ramp is frustrating and should be eliminated.
Boxes should lose their collider the instant they touch the exporter beam.
The multiplier timers are sometimes too long for things like chaining kills and tricks, but always too short for exports. I propose that there is somehow a separate multiplier for raptor exports that diminishes slower, but only applies to raptor exports.
Some images of difficult ball and chain problems that need clever fixes:
Congratulations on the release! Everywhere that I’ve seen it linked from has been full of positive comments, and the negative ones were just obviously ignorant.
I noticed somewhere you said it was a 2 month project. If you don’t mind my asking, how big was the team and were they full time?
Thanks
We hired midway through the project, but the core content was done by four people, with three others (Steve did sounds and we had two interns throughout the project).