its really slow for my liking and the levels were boring. it may be because i was playing some bad levels
One of the things I'm doing with the soft launch is trying to find out what level types really resonate with the players - more event-driven ones like Raiders, long collect-a-thons like Mine Shaft, or complex puzzles to be done in the correct order like Labyrinth.
Whichever gets the most attention and feedback will become focus of the level list.
I hope it gets more exciting for you as things develop.
also the user interface. i hated it. because it cant be fully controlled by the keyboard.
Fixed in the next build, going up later tonight.
Thanks for the input!
why can't you aim with the mouse? I'd appreciate the extra accuracy of smooth mouse aiming to tapping up and down to hopelessly try and line up my shot.
It's been requested enough now that I've decided to include it, probably in about a week (you can thank GDC for the delay!). I'll try to get it out tonight before I go, but no promises.
Some of the levels took 5-10 seconds to load.
Hm. On all my testing rigs, communicating with a server on the other side of the continent, makes for less-than-one-second loads. Perhaps I need to rethink my networking strategy and do as you suggest (including the first 25 levels in the download). I'll do this after the level list is finalized.
allowing "r" to retry in the menu after failure
It should recommend this in the intro-text tutorial #3 or 4 (as those are the first ones you can get stuck in)... And it also mentions it on the help screen. I'm adding in a highlighted shortcut letter on the gameover/victory menu as well, to let people know it's available. Hopefully it'll be more clear - I'm just trying to avoid cluttering the screen with permanent command references. :/
The wallclimb tutorial seems pretty superfluous
I totally agree with you, I hated having to include it - but then again, my original tutorial was a single epic-length level that took you through your paces one at a time. User testing proves that what I want (as a gamer) is not what John Q. Public wants.
I had to draw the line at including a "show me the solution" button though. :/ I figure those that dislike tutorials will just skip them though. I hate tutorials.
Tried the invaders level
Invaders broke several times during development and I see it's breaking again. I think I'm going to pull the plug on it as an official level, and replace it with something more sturdy. It'll live on in the User Content portion of the game.
Are all anonymous users sharing a single "worth playing" vote on each level?
Thanks for catching this one - I hadn't played enough as an anonymous user to see it. You're supposed to be seeing a "Login to Vote!" message. Any votes you would have cast would have been discarded by the server. That'll be fixed in tonight's update.
The former chemistry student in me cringes at things like exploding elemental Nitrogen
Yeahhhh we struggled for a long time on whether to keep the chemistry theme or not. I was really concerned about pissing off Chemists with my obvious disregard for real-world mechanics. Once upon a time the game was more realistic, and the explosive power of EACH element was actually calculated from the actual potential energy figures. I guess the game evolved away from proper "Earth" chemistry to "the xornzpbl universe," where chemical bonds DO remain after the other half is destroyed.
I was hoping the "?" after the word chemistry on the main title would help mute the impact there...
Thanks for all the input. keep it coming!