Moneyhats2k5
Member
Any tips for the boss? He's really tough
Try the demo on PC and see what you think
Oh, don't tell me about Skitchin'... when I first saw that he did the music for it (and then the first FIFA game on MD, all started coming back to me!) I was stunned. Feel free to tell him that his compositions were in a small but memorable part of my early teens (Perhaps also ask if he came up with the song names in Skitchin'. Spicy Placenta? WTF.)Good calls Shaneus I think you're bang on with the period/style but I don't know if there was a specific reference, Jeff is just an old school musician who loves that kind of music, he knows some crazy secrets about how to get the best possible music out of the Megadrive! Just listen to his tracks in Skitchin.
It has actually been thrilling to work with Jeff on this more game-y music after knowing him mainly as a soulful Total War composer, I think he's really enjoying the ability to cut lose with some over the top and retro synths.
Bosses in this game are super hard haha. I've died like 15 times to Vespula, while all the non-boss levels were too easy so far. Also I feel like some characters have no hope against some bosses. Having fun though.
Okay I beat her right after posting this. With Coral, too. It was actually easy once I landed on the right strategy.
I went back and beat her with all 4 of the main androids. Couldn't win with starch, but I could probably do it with luck.To some degree the bosses are a puzzle, a puzzle that requires incredible control and finesse but still a puzzle
They are intentionally difficult but also a different kind of difficulty compared to the regular levels help keep things fresh, it's amazing to see players go from dying half way through to S+ ranking a boss just by realising a few of their weakness's. Although right now Vespula is a little bit OP for where she sits in the game, and in dire need of more animation tells that will let you see the projectiles before they appear.
This is the great thing about early access, at least from a developers point of view, I get access to SOOOOOOOO much information that would have otherwise been impossible for me to guess, sadly it means you get to play an unfinished game for a while but you also get it 3 months early so we're both kind of winning
Bosses in this game are super hard haha. I've died like 15 times to Vespula, while all the non-boss levels were too easy so far. Also I feel like some characters have no hope against some bosses. Having fun though.
Okay I beat her right after posting this. With Coral, too. It was actually easy once I landed on the right strategy.
Is there gonna be a Steam 4Pack... thinking on jumping on Early-Access but a 4Pack would be very nice
I went back and beat her with all 4 of the main androids. Couldn't win with starch, but I could probably do it with luck.
I think I understand this game now. Or at least better than I did at first. I declare it to be a shooter puzzle speedrun game.
Sorry mate I didn't want to give the wrong impression about internet play so it's just single purchase for now, if we ever did online play I'd do a 4-pack for sure! But that's just not on the cards right now.
I love it when a plan comes together Sycle just went to sleep but right before doing so he declared our next major content update would focus on Leaderboards so get ready for some intense competition!
Just want to ask: Would this be 60fps on the Vita? Because from what I've seen, I'd hate to have latency issues when dealing with that much coming at you.
Looks fun, but the character designs are horrid.
It's an arcade game, do they even run at other framerates?
As many in this thread will attest the game runs smooth even on very modest PC hardware right now, I can't say if we'll have to make significant sacrifices in order to keep that playability on Vita but I can say I agree with Respawn's stance that framerate is king.
It's an arcade game, do they even run at other framerates?
As many in this thread will attest the game runs smooth even on very modest PC hardware right now, I can't say if we'll have to make significant sacrifices in order to keep that playability on Vita but I can say I agree with Respawn's stance that framerate is king.
This may be a reason I get a Wii U , I am not kidding , wish there was 3ds version but I bet it cannot handle it..Wii u version it is thenWe're on Wii U as well! I announced it in this very thread.
Yeah I was a bit disappointed with this as well. The kb/m controls were perfect for me, but I couldn't use my ps2 controller because it had an axis mapped incorrectly. I couldn't do anything about it.Tried to play the demo, but ...
any way to re-map keyboard keys in the game ? it's unplayable with an azerty keyboard as it is and I don't have a proper controller for my PC (WiiU pro controller bluetooth trick doesn't work)
She's really cute. I like the way she falls down in relief after winning. She seems kind of weak when unpowered, but quickly becomes amazing once you power up. That's my impression anyway.Just played the demo, this just feels so good!
I love how each character has a dialogue with the Embryo boss. Starch is a fantastic character, and pretty funny.
Holly's shifty eyes on the character select menu is so cute:
You'll have my money whether on pc or sony consoles. Can you elaborate a bit on the retro character deigns? Is mid 90s retro now?
Well, the site I work for was down this morning so I purchased Early Access and went to town. Just finished all the available stages. Holy shit! This is some of the most fun I've had playing a game all year. I love twin stick shooters but I'm not sure if I've really been addicted to one since GW2.
just hope there are UI improvements to the Level Select screens (I understand that this is still Early Access!)
Yeah Paz said that is just placeholder for now, will get a fancy Level Select system on the way to launch.
We were actually just discussing this last night, I told Sycle it would be annoying and he really wanted it
You're the tie breaker, we're going to do it now.
Hey Paz I had a small suggestion for this game. A count down timer would be nice when you un-pause the game. Not sure if that's in the works.
here's my vote for this - this would be really nice (especially if it is done in the respective voices of the AI accompanying your Android)
are there going to be more gameplay add-ons? I really like how the game is basically just the two sticks plus two bumpers/triggers but I'm kinda itching for at least one more button like Quick-Evade/Dodge.
other thoughts
option for Custom Soundtracks? - I would love to play this on a custom rock/etc playlist
revamping the Pause Menu UI - I think more can be done with the Pause Menu. Now it's functional and really classic but can we change it to reflect like what the Android sees on it's visor. so rather than having a Black Overlay... let there be a blur effect and have like lines coming out of points of interest...
that's all from me for now
can't wait to get home and play more!
Oh great suggestions, using the android voice for the countdown could be a nice touch and I think Tim already has some plans to pretty-ify the the pause screen so thanks for the ideas
We're trying to avoid adding any new button press mechanics as we want to keep the accessibility in mind, you can use the weapon swap mechanic as a sort of dodge roll right now as it is overloaded with a brief invulnerability period at the start. That being said we are planning to introduce new gameplay through even more unique styles of weapons for the next 3 androids, and a series of new red/blue/yellow powerups that will be a bit more abstract than firepower, shutdown, and accelerate.
And I think we'll properly support custom soundtracks on the console SKU's that have a built in method for it in their interface, but on PC you'll probably be limited to running your own music in the background and turning the in-game music volume to zero... I'll have a think about other ways we could do it, but it's not something I can prioritise atm.
We were actually just discussing this last night, I told Sycle it would be annoying and he really wanted it
You're the tie breaker, we're going to do it now.
Please make it toggle-able in the options menu. In single player, I've no problem with the game instantly being unpaused. =)
Oh great suggestions, using the android voice for the countdown could be a nice touch and I think Tim already has some plans to pretty-ify the the pause screen so thanks for the ideas
We're trying to avoid adding any new button press mechanics as we want to keep the accessibility in mind, you can use the weapon swap mechanic as a sort of dodge roll right now as it is overloaded with a brief invulnerability period at the start. That being said we are planning to introduce new gameplay through even more unique styles of weapons for the next 3 androids, and a series of new red/blue/yellow powerups that will be a bit more abstract than firepower, shutdown, and accelerate.
And I think we'll properly support custom soundtracks on the console SKU's that have a built in method for it in their interface, but on PC you'll probably be limited to running your own music in the background and turning the in-game music volume to zero... I'll have a think about other ways we could do it, but it's not something I can prioritise atm.
could there be a mechanism where if I time the switch properly, the secondary weapon gets an instant reload or something like that?
On custom soundtrack, I was wondering whether the implementation could be something like that of Beat Hazard? (or think GTA radio) so I can tune to a random internet playlist (or you guys can choose it) for some random/fun Android Radio stream.. (this can be a new idea for a new Android... Radiohead?)
PS: I really enjoy this direct communication with the devs
Technically I didWe're on Wii U as well! I announced it in this very thread.