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Twin stick shooter with 16-bit inspired pixel art, destructible environments, and a heavy focus on co-op. Coming to PC, Mac, and Linux.
1,984 backers pledged €51,504 to help bring this project to life.

Post launch and what's up next

Posted by Benitosub (Creator)
16 likes

Hey guys and gals,

I hope you didn't think the updates would stop after launch!

So it's been almost a week since we launched the game, and while the feedback (and Steam reviews) has been mostly positive, we are fully aware that some of you were disappointed and we wanted to clarify how we plan to address that.

We have read every single review, watched every single stream we could find, taken a lot of notes, eaten them, and spat out a plan of action to fix every issue we possibly can. We have already started addressing the most pressing bugs with our first 2 patches, but our plan stretches way further...

Balancing:

Some weapons in the game are still out of balance (most notably some of the tools). This can wildly affect the level of difficulty and challenge we had in mind. So we are currently in the process of refining the balance of things like weapons, tools, damage, and so on.

Map progression:

Some people have decried the lack of backtracking. While in some cases this is part of the level's design, we plan to revisit every map to make as many areas available for backtracking as the design allows. This change will be evidenced by differently coloured doors to notify you when you are about to enter areas where backtracking will not allowed.

Game too short:

This is probably the feedback that we got the most. Our first step here will be to enhance all existing maps: new and bigger rooms, new paths, more secret walls, etc. The next update will contain a revisited train station map (this is not so much about length but rather fine-tuning the first-time-user-experience). Next up will be the canal, then the thermal baths, and so on. Once the bug situation quiets down and the balancing improves, we'll be in a better position to plan entirely new levels.

Bosses:

We received feedback on both ends of the spectrum regarding bosses' difficulty, but overall the feeling was that they could be improved. This is something we plan to address as well, but this can be more effectively achieved once the balancing step is completed.

Sound design:

We also got feedback about the volume levels and quality of some sounds. The first very-short-term step will be to re-balance some of the volumes. After that we'll do a pass on sounds and "upgrade" some of them.

As always thank you all for backing the game, and thank you for all the feedback, whether positive or negative.

If you are experiencing any issues or have any feedback regarding the game please don't hesitate to get in touch with either of us (benitosub at hotmail.com or thomas.feichtmeir at gmx.at)

To those who are already enjoying the game, that makes us super thrilled! It's really an unreal feeling for a developer to know people out there are enjoying their work. But it's about to get even better!

To those who were disappointed, rest assured we're doing everything in our power to try and change that ^_^#

Cheers everyone!

Marco & Thomas

frederic tarabout, Robert, and 14 more people like this update.

Comments

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    1. Benitosub Creator on

      or I guess making pre-boss saving optional might be a good compromise as well?

    2. Benitosub Creator on

      Hey RotateMe,

      I hear you loud and clear! It's a really tough call to make, because when we didn't have pre-boss save points testers would complain that if they lost all lives / characters during the boss fight, they would have to re-do the entire level to get back to the boss, which admittedly is not very fun when the boss has only a handful of health points left and you die for the 15th time...

      That was originally the biggest factor in the decision to introduce a save point before bosses.

      The downside is that, as you mentioned, you can end up saving before a boss with your last life, and then you enter the predicament you explained.

      On the other hand resurrecting characters when you retry / reload your save-game would kill a lot of the challenge, since basically losing characters in the level doesn't matter anymore as long as you make it to the boss, die, and reload.

      I'm not sure what the best solution is here, but we're brainstorming every day and trying to come up with / test new approaches.

      Of course if anybody has suggestions in this matter we would love to hear them ^_^#

      Come to think of it, maybe we should make a poll, "would you rather die in boss fights and have to restart the entire level, or save before bosses but risk getting there with only 1 life / character left"

      Or maybe another solution would be to move the fortune teller before each boss fight, since every level contains at least one amber ball?

      As always my email and the comment section are open for suggestions :)

      Cheers!

    3. Missing avatar

      RotateMe on

      Hey guys, this sounds amazing, and as I wrote in my review, the core gameplay, music and graphics are amazing.

      One point I raised as well was the strange 1UP system. My main gripe with it that quickly losing two lifes and then accidently running into an invisible save point forces you to do whatever comes next with one life, or ... well, restart the game. Also, even if you make it out of that predicament and get back to the town hub, you might not be able to restock, since you might not have gotten any golden spheres. Don't get me wrong, I do like a real challenge, and having limited 1UPs is completely fine with me, but I would really prefer to just have to restart the level from the beginning with my lives restocked when I run out of them as opposed to going back to my last save file, over which I had no control (at least in my first playthrough, where I don't know where the save points are).

    4. Benitosub Creator on

      Hey sergk,

      sorry for the confusion, this update was meant to address or plans regarding the game itself.

      Of course Linux, Amiga, and console ports are still being worked on as well!

      Cheers!

    5. Missing avatar

      sergk on

      I'm surprised that there is no mention of Linux in post launch plans.

    6. Benitosub Creator on

      *if addressed

    7. Benitosub Creator on

      Hey frederic,

      yeah the weapons balancing is first in line. Things like the healing torso and the tools have been nerfed already in the upcoming update (which we hope to roll out tomorrow).

      Good points also about the inventory!

      And finally thanks for the kind words, it is indeed a lot of work, but we do take pride in it and feedback can be a very powerful tool for improvement if address properly :)

      Cheers!

    8. frederic tarabout on

      Thanks for still working on improving the game, i think the game's quite fun though i can see where people can want improvements. I agree with the fixes you mention here. :)

      The most notable balancing issue i saw is default weapons like the railgun being way better than most stuff you find or expensive weapons llike the blade being pretty lame ( unless they get better with the special mods that can be added) or the totally useless flamethrower.
      Prob need a nerf for the healing suit, it just completely changes the game to be able to heal infitnitely and that FAST.
      One thing I do not see mentionned is the too limited inventory. The facts that mod on weapons are lost if you drop your gun + limited very slots prevents from wanting to grab new guns that look fun. I end up just sticking to same stuff i upgraded. Its also a big deterrent that guns dont have visible stats and there s no way to know if that new gun is any better in any way.

      Best of luck on adding new content, that seems like a lot of work.
      Be proud of your work, you guys did an awesome job! :)