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PolyGunR (by RetroNinja) - (sneak peek in VCS Store)


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8 hours ago, Atari_JaguarVCS said:

The music is so so good in this one!

Thanks. It's funny, all the music in the demo are rushed "sketches" that I wasn't too sure about. Good to hear people like them, so I don't rip them all out and create something else. 😄

Edited by Tony Barnes
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All I said was that I needed practice, I never said anything about wanting it to be a twin stick shooter. I'm not a big fan of twin stick shooters.

 

And I was holding the shoot button, or more specifically the right trigger. I like that you gave us the option of either using the trigger or A. Options are good.

Edited by scifidude79
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I was pretty much down with the controls after practicing a little bit. I love twin stick shooters myself but i definetaly would like the current in game controls to remain the same, as it was intended! Nothing wrong with taking time to adapt to a different set up. Ah i really just hope the full game comes out soon, its nice getting something a bit more top tier and polished on the Atari VCS 800. 

Edited by Atari_JaguarVCS
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1 hour ago, scifidude79 said:

All I said was that I needed practice, I never said anything about wanting it to be a twin stick shooter. I'm not a big fan of twin stick shooters.

 

And I was holding the shoot button, or more specifically the right trigger. I like that you gave us the option of either using the trigger or A. Options are good.

As far as twin-stick, I was just speaking generally to people, not specifically to you.

 

I need to look into refining the play-mechanic, so everyone "gets it" better. I find current control set up provides a lot of depth from such simplicity, I just need to work harder to get people on the same page.

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31 minutes ago, Atari_JaguarVCS said:

I was pretty much down with the controls after practicing a little bit. I love twin stick shooters myself but i definetaly would like the current in game controls to remain the same, as it was intended! Nothing wrong with taking time to adapt to a different set up. Ah i really just hope the full game comes out soon, its nice getting something a bit more top tier and polished on the Atari VCS 800. 

I don't generally release things before they're done (even in AAA), so this demo kind of kills me a little. 😅

 

I'm going to look into how I can retain the gameplay while refining the controls and tutorials.

 

This game is definitely coming out.

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7 hours ago, Tony Barnes said:

One of the biggest things is people's insistence on tapping the fire button vs. actually holding down the button to aim+shoot and using their momentum from moving for placement.

 

Can someone that understands how to do this... how to properly move around and shoot..make sort of a how-to video explaining it? 

 

I don't play a lot of video games... those days were 25-30-35 years ago...   so the most advanced movement I ever did was GoldenEye.. shooting while running around someone in a circle.  :)

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16 hours ago, PowerDubs said:

 

Can someone that understands how to do this... how to properly move around and shoot..make sort of a how-to video explaining it? 

 

I don't play a lot of video games... those days were 25-30-35 years ago...   so the most advanced movement I ever did was GoldenEye.. shooting while running around someone in a circle.  :)

Well, this gameplay mechanic is new, so years of playing other games isn't necessarily an advantage.  Honestly, I feel like twin-stick is tougher than the (current) input mechanic in PolyGunR.

 

But for the demo as it stands;

 

To move, push the left stick in the direction you want to move.

To fire, HOLD the fire button while pushing in the direction you want to shoot. When you start firing, you cut power to your engines, but retain momentum. Use that to your advantage, including using the Boost to gain a lot of speed.

To go back to moving, release the fire button.

Tapping is the least optimal way of firing, because HOLDING will fire at your maximum rate, while tapping will just put out 1 bullet after a quarter second.

Also tapping means you're inching all around and most likely heading towards the thing you want kill (and wants to kill you).

 

The whole game is (was) about positioning yourself to take out the greatest threat and moving when you were threatened.

Apparently, that's a lot for people, so I guess I'm just going to be like the 10k other twin-stick shooters out there... 🤷‍♀️

 

But that's why I put out a demo (which I NEVER do) vs. just finishing the game and releasing it.

 

Stay tuned for updates and improvements...

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1 hour ago, Tony Barnes said:

The whole game is (was) about positioning yourself to take out the greatest threat and moving when you were threatened.

Apparently, that's a lot for people, so I guess I'm just going to be like the 10k other twin-stick shooters out there..

Is it possible to just add another control configuration in the options for people who want to play the game like a twin stick shooter? I'm used to the controls now. I've been playing for quite a bit today and i definetaly like this control scheme, once you get it down which doesn't take long there's no going back! Ill still buy the game day one regardless on if you need to overhaul the controls but it does work as it is and it works very well and actually is easier when your used to it. I'm probably playing the game as good if not even better than i would be if it was a twin stick set up.

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1 minute ago, Atari_JaguarVCS said:

Is it possible to just add another control configuration in the options for people who want to play the game like a twin stick shooter? I'm used to the controls now. I've been playing for quite a bit today and i definetaly like this control scheme, once you get it down which doesn't take long there's no going back! Ill still buy the game day one regardless on if you need to overhaul the controls but it does work as it is and it works very well and actually is easier when your used to it. I'm probably playing the game as good if not even better than i would be if it was a twin stick set up.

The whole thing about a twin-stick set-up is that it allows you to move and shoot at the same time and always turns into kiting. Kiting is when a player backs up slowly, corralling the enemies into a line of death where their bullets are. Every twin-stick game boils down to that and if you're being super reductive, Vampire Survivors in the evolution (not subtraction) of twin-stickers, because why even aim? Why not just focus on dodging, like in Vampire Survivors?

Anyway... I digress on game design philosophy...

 

But, if I make it so you stop while shooting in a twin-stick, then that's not different than what I have, except there's this other stick.

 

I quite like the current scheme and have built into it a fair amount of depth. But that doesn't matter, if 40% of players don't get it and throw the game away, so this feedback is good.

I need to figure out how to on-board people into the desired gameplay mechanics and provide an option for those that will never get it.
I have to come up with an alternate movement method anyway, because PC Master Racers don't have controllers. So many take offense if you require one. So, I have to come up with something that uses mouse & keys. 🤔

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Funny... I'm the opposite...  I won't play a game on my PC.  I'm old school sit on my couch.

 

As for 'line up enemies'..... can you randomize their approach?  Neither Yars nor Black Widow line up...both constantly keep me on the move and not knowing where I am going to move or shoot next...and both are at the top of my favorite VCS games.

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18 hours ago, Atari_JaguarVCS said:

Is it possible to just add another control configuration in the options for people who want to play the game like a twin stick shooter?

This seems like the best of both worlds (though I admit, I don't know anything about how challenging it would be to develop two completely different control schemes). I admit, I found the controls a bit challenging when I first played the demo. That said, hearing the developer's explanation on the controls, I like the idea, and I'm more likely to learn the nuance of this control scheme (over just playing it as a twin-stick). Some people might not want to put time into learning this scheme, so twin-stick will be the "path of least resistance" for them. Either way, the demo looks great and I'm very excited for a full release.

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Here's the thing...

 

Ignoring the fact that there is literally 10k+ twin-stick shooters out, making it a twin-stick shooter fundamentally changes the game. It allows you to move AND shoot, which gives you the ability to kite which I wanted to avoid from day-zero of this project.

 

It's kind of like playing Asteroids and saying, "this would be better as a twin-stick shooter".

Could it be done? Sure.

Does it make it a different game, though? Yes. 🤷‍♀️

 

I'll have some control adjustments coming soon and then we'll take things from there..

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2 hours ago, PowerDubs said:

But I can move while shooting and aiming in Asteroids...  :P

 

 

Try asteroids where you have to choose between stop to shoot or move and aim....and THAT would be a different game...

Wow... is that where we're going?!

 

Okay... I guess this game won't be for you.

That's fine.

Not everything is for everyone.

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Awesome to get a free PolyGunR demo on the VCS.

 

I played it quite a bit and enjoyed it a lot.

 

Very unique and fun game.

 

I particularly liked how it controlled and the challenge of building the skill needed to get good at maneuvering through the levels while taking minimal damage. 

 

I look forward to the full release whenever it is ready.

 

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4 hours ago, E. King said:

Awesome to get a free PolyGunR demo on the VCS.

 

I played it quite a bit and enjoyed it a lot.

 

Very unique and fun game.

 

I particularly liked how it controlled and the challenge of building the skill needed to get good at maneuvering through the levels while taking minimal damage. 

 

I look forward to the full release whenever it is ready.

 

Very cool.

 

I've got some changes I made to the demo, incoming. We'll see if people still like it or like the game with the new control scheme.

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14 hours ago, Tony Barnes said:

Very cool.

 

I've got some changes I made to the demo, incoming. We'll see if people still like it or like the game with the new control scheme.

Very cool man. I can't wait to see what you came up with.

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I got some time to sit down and try the new update and its working well! I tried the new control configuration from the menu when the game launches and found the game to be enjoyable with that configuration also. I personally will be using the original configuration if it can still be included in the finished build as that's how it was meant to be played or should i say that's how I've learned to play it. There is also a cool new level included "Sector Name : Hot Plate" which was an absolute blast to play! The music track which came on for the level was outstanding, like seriously this game has some of the best in game music it just works perfectly and certainly gets you hyped up when playing. 

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6 hours ago, Atari_JaguarVCS said:

I got some time to sit down and try the new update and its working well! I tried the new control configuration from the menu when the game launches and found the game to be enjoyable with that configuration also. I personally will be using the original configuration if it can still be included in the finished build as that's how it was meant to be played or should i say that's how I've learned to play it. There is also a cool new level included "Sector Name : Hot Plate" which was an absolute blast to play! The music track which came on for the level was outstanding, like seriously this game has some of the best in game music it just works perfectly and certainly gets you hyped up when playing. 

 

As for controls, both Thrust and Run Or Gun options are available at any time (you can change in mid-game via the Options screen). There will be at least one more option on PC, mouse + keys. If I can think of another to try that doesn't compromise the game too much, I may look into that.

The music is quasi-random, so not sure exactly which tune you heard on Hot Plate, but glad you like it. As I've said before, all the music in the game are "sketches" right now and will be changed/refined as I near completion. I just wanted to throw things out there to see if any of it stuck.

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Played the demo update. It was fun to play the 4th sector with the new Bounce GunR and the additional control option.

 

I like both the original and the newly added control options.

 

The Bounce GunR ship is effective for shooting around corners.

 

PolyGunR is a very cool game and it's nice that we get to play the demo on the VCS.

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I tried it with the new control scheme last night. Let's just say I'm glad you're keeping the original controls, since i've been playing the alpha demo periodically since you dropped it and I'm really getting used to those controls. I felt like a newborn giraffe trying to walk when I tried the new controls.

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  • 3 weeks later...

Just got around to giving the demo a shot today. My first time playing, I really didn't understand the controls at all and found them schizophrenic. However, after going back in this thread and reading the description of how the controls work, it makes a lot more sense now, and frankly I find they add a lot of value to the game. Yes, this definitely isn't like the million twin-stick shooters out there, it's not a mindless run and gun game. The gameplay seems a lot more deliberate, which requires careful planning to make your way through the level. That said, the control scheme isn't intuitive, so it would be best to have some kind of a tutorial in order to "sell" people on the control scheme. I'm really looking forward to seeing the finished game.

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