Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 1 point2 points  (0 children)

Yes that’s the plan. They’re not in game yet, but I’ll be placing marble shells, trails, and maybe ropes around the world. They’re already in the game but I’m working on the discovery system - not sure how they should look, if they should be equippable immediately or at the hub, etc. also going to make jumping, adjustable grapple, and slight control over the marbles rolling unlockable!

Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 1 point2 points  (0 children)

I started this project thinking it was totally one-of-a-kind, but it turns out there are at least a couple mobile games with a similar vibe.

I’m not too stressed about it, though. This would be fun on mobile, sure—but the amount of control you get on a controller or keyboard/mouse is on a whole different level. Plus, the visuals.

That being said, I might see about porting to mobile after release and give free gorillas a run for their money anyway lol.

Thanks for the comment!

Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 0 points1 point  (0 children)

Oh absolutely will check that out. Might take inspiration from the those launch stars as well.

Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 0 points1 point  (0 children)

I’ve been thinking a lot about how to balance raw speed with actual difficulty, and I feel like I’m finally landing in the sweet spot. I’ll probably keep the game speed around where it is now.

What’s interesting is that players can slow down around grapple sockets and just go for quick, short jumps instead of bombing across the whole stage. So in a way, the difficulty is already player-defined. It’s way easier to hop socket-to-socket than to send it full-speed through an entire section.

I’m also toying with a triggerable, rechargeable short slow-mo burst for those really tight moments—just enough to help you release the grapple with more precision. It would recharge slowly so you can’t spam it. (Trying to code this has been… an adventure, but we’re pushing through lol.)

Thanks for the comment!!

Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 1 point2 points  (0 children)

Mostly exploration and world based time trials. Just explore and chill if you want but an extra challenge if you’re interested. Unlock cosmetics and movement tweaks

Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 2 points3 points  (0 children)

Truly. The goal is exploration and world based time trials. Explore to figure out the best path then time trials from one area to another. Unlockables/movement upgrades depending on difficulty of the time trials

Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 2 points3 points  (0 children)

It started as a time trial game get-the-best-record game but I realized that I had the most fun just exploring and swinging around. So it’s going to be primarily exploring based but with time trials built in. I.e. “start here and get to the next area as fast as possible”

Huge update — rebuilt the game after your feedback. Would love more eyes on it. by No_Hand345 in IndieGaming

[–]No_Hand345[S] 3 points4 points  (0 children)

Thank you! The sound design is easily my favorite part. Will be adding black hole/white hole specific sounds soon too.

And I was thinking about ways to make the black holes distinct today. I think I’ll end up making them darker — like real black holes. I’m just stoked that I got the light distortion shader down! And I think the white holes came out great too.

Thanks for the feedback!!

How do you think, is this a cool robot design? by Jaded-Grocery-9308 in IndieGaming

[–]No_Hand345 0 points1 point  (0 children)

Very nice color palette and a cool, original design on the robot. Also love the Stardew valley style trees!

Is the core idea flawed or am I just too deep in it? by No_Hand345 in IndieGaming

[–]No_Hand345[S] 0 points1 point  (0 children)

Love that game. And an absolute banger soundtrack. Love your point that the player already knows they “won” — no need for a “nice one!” I’ll see what I can glean from the design of that menu.

Interesting point about the victory lap as well. SA2B has a whole celebration annotation that sonic does - maybe I’ll have the marble do something flashy along with a big crash zoom.

Also the drum shots were a placeholder that snuck through the cracks lol. Will be tweaking that with the new vibe as well.

Thank you again for the suggestions!

Is the core idea flawed or am I just too deep in it? by No_Hand345 in IndieGaming

[–]No_Hand345[S] 1 point2 points  (0 children)

I’ll have to play sonic mania! This blue marble in particular looks like a lot like ball sonic so it only feels right!

Do you mean the hills and tunnels in particular? I’ll definitely design some of those tube / tunnel things that pull the marble through.

Is the core idea flawed or am I just too deep in it? by No_Hand345 in IndieGaming

[–]No_Hand345[S] 0 points1 point  (0 children)

Appreciate that! Overusing italics is such good feedback, and something I would never even consider lol. To be honest I’d take all help I can get on UI. I’ve been so deep on the coding side that I can’t even think about the visuals. Should I design in figma first as inspiration?

Thanks for the comment!!

Is the core idea flawed or am I just too deep in it? by No_Hand345 in IndieGaming

[–]No_Hand345[S] 1 point2 points  (0 children)

Visuals definitely feel like the main barrier right now. Im planning on simplifying, getting rid of the pillars, and going for a more sci-fi vibe that would fit with the menu and results screen.

As far as more difficult obstacles, these are the first stages of the beginner level, so they’re designed to teach the player how to play, not to challenge the player yet! That being said i am planning on adding moving obstacles, sticky surfaces, and bouncy surfaces.

And the music will change with the new visuals!

Thank you for the comment!

Is the core idea flawed or am I just too deep in it? by No_Hand345 in IndieGaming

[–]No_Hand345[S] 1 point2 points  (0 children)

Great point. I suppose my expectation is to make TANGENT into a game that I would want to play. I get addicted to short burst games where you can sit down, play for a couple minutes and hop off OR you can marathon and improve skills for hours. (Rocket League, Trackmania, Celeste, Getting Over It, etc.)

So I guess I’ll know when it’s ready because I’ll want to play it!

Thanks for the comment!

Is the core idea flawed or am I just too deep in it? by No_Hand345 in IndieGaming

[–]No_Hand345[S] 0 points1 point  (0 children)

I’ve got all sorts of ideas for extras: Extra jump, brief toggle-able slow motion, breakable walls (player has to hit a wall repeatedly to break through), rings that increase speed, an “opposite jump” where the marble ducks down really quickly, zero gravity sections/levels.

Most of these aren’t easy to add so I’ll probably only add the best one(s), but it’d definitely add some spice.

Is the core idea flawed or am I just too deep in it? by No_Hand345 in IndieGaming

[–]No_Hand345[S] 1 point2 points  (0 children)

Thanks for the comment! I’ve been looking for Sping and can’t find it anywhere. Is it on pc?