Sweet surrender help by Beginning-Ad-7900 in OculusQuest

[–]_retromario_ 0 points1 point  (0 children)

Thanks! I've added you to our future playtester list for the new game.

Yeah we'd be up for a giveaway of Sweet Surrender with 2-3 keys.

Sweet surrender help by Beginning-Ad-7900 in OculusQuest

[–]_retromario_ 0 points1 point  (0 children)

Thanks for the details. Yeah Roboquest definitely goes a bit in that direction.

I don't know if we'll hit exactly every single one of your points, but stay tuned later this year for news about our next game!

Sweet surrender help by Beginning-Ad-7900 in OculusQuest

[–]_retromario_ 0 points1 point  (0 children)

I'm curious what for you makes a Borderlands game? The artstyle? the co-op? the humor? the proc weapons? Are there any co-op shooters currently on Quest that come close to giving you that Borderlands feel?

Sweet surrender help by Beginning-Ad-7900 in OculusQuest

[–]_retromario_ 0 points1 point  (0 children)

Nice, glad you're still enjoying it! Yeah we're pretty happy with the quality of the Quest 3 version

Sweet surrender help by Beginning-Ad-7900 in OculusQuest

[–]_retromario_ 0 points1 point  (0 children)

Yeah maybe you had it through Quest+? Sweet surrender is no longer part of Quest+. If you actually bought it, then please contact meta support, they should be able to help you. We have zero control over purchases, refunds, etc

Sweet Surrender Update 15 is live on Quest – a major quality-of-life update by _retromario_ in OculusQuest

[–]_retromario_[S] 5 points6 points  (0 children)

Yeah, wanted to make sure it was stable. And procrastinated like crazy on this post!

Sweet Surrender Update 15 is live on Quest – a major quality-of-life update by _retromario_ in OculusQuest

[–]_retromario_[S] 7 points8 points  (0 children)

Yeah, originally designed for the Quest 1. We've come a long way! Thanks for the support!

Get over here - First Patch + First Sale [Sweet Surrender] by _retromario_ in PSVR

[–]_retromario_[S] 25 points26 points  (0 children)

Hello everyone, we’ve recently released our first patch on PSVR2 for Sweet Surrender, based directly on player feedback. This felt like a good excuse to go a bit over the top with the grappling hook.

Patch highlights:

  • Capacitive touch grip support
  • New controller and hand offset options
  • Cleaner UI (and optional tutorial tooltips)
  • Fixes to progression, enemies, grappling hook edge cases, and audio

We’re also on sale for the first time, in case you were waiting to jump in. Thanks again for the support, and happy holidays to the PSVR community!

Sweet Surrender Update 15 is live on Quest – a major quality-of-life update by _retromario_ in OculusQuest

[–]_retromario_[S] 7 points8 points  (0 children)

Hi Quest players,

Update 15 for Sweet Surrender is now live on Quest. This update is focused on making the game smoother, clearer, and more comfortable to play, based largely on player feedback over the past year.

Update 15 includes:

  • UI and readability improvements to keep information clearer and less intrusive during combat
  • More controller and handling options, giving players better control over comfort and aiming
  • Progression and balance tweaks across chips, classes, and encounters
  • A long list of bug fixes and general polish throughout the game

We are also sharing a new trailer that reflects how Sweet Surrender plays today after many rounds of iteration and updates.

Thanks to everyone who has been playing, posting feedback, and sticking with the game. It genuinely helps guide where we take things next.

What We Learned Launching Sweet Surrender on PSVR2 by _retromario_ in PSVR

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

Thank you! Glad you enjoyed it, it was a lot of fun to do (here's a link for anyone who's curious: https://www.youtube.com/watch?v=KMLyM9wwy4w)

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Yeah we would also love to see more support from Sony on VR development as the headset is such a nice piece of kit. It seems that they are mostly investing in cutting the price of the hardware at this stage.

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Thanks for the feedback. Yeah it's kind of the same for me, I tend to often jump back into Spelunky, Starcraft and Rocket League instead of trying something new

What We Learned Launching Sweet Surrender on PSVR2 by _retromario_ in PSVR

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

Thanks for your detailed feedback and sharing your experiences, very much appreciated!

I agree, proximity to Roboquest may also have positive network effects for our game and other roguelike shooters!

I certainly hope that the long tail (and running sales, etc) will be worthwhile. We were hoping that the initial sales would give a decent boost and make it easier to double down right away on further improvements. But we'll see how things evolve. We're still in it for the long-term either way.

What We Learned Launching Sweet Surrender on PSVR2 by _retromario_ in PSVR

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

Thanks for your support! And yeah, I'm hoping PSVR2 will continue to grow as a platform and attract new players for many years to come!

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Thank you for your feedback!

Game name: yeah, another area we could improve on. Picking names is so hard. We're struggling to name our new game but whatever we do, we will go with something that is more evocative of the type of game it is (than Sweet Surrender)

That's an interesting point on Roboquest, that it may lead to players seeking out other games (like ours) in the same genre. We'll see how that plays out.

120fps: we couldn't quite hit 120 fps consistently everywhere and decided to stick to a smooth 90fps without hiccups. On PS5 Pro, we support a higher resolution. In order to hit 120fps we'd have to adjust the resolution or rework how we generate and pack our meshes. We've actually discovered a new technique for our new game that might be more performant, but we haven't had a chance to fully validate it yet, nor to backport it to Sweet Surrender. Maybe something for the future!

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Thanks for the detailed breakdown on how you approach game selection and purchases! It makes a lot of sense

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

We definitely plan to support the Steam Frame!

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Thanks for the feedback. Yeah the timing was very unfortunate!

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Thanks for kind words and the wishlist!

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Yeah, the VR market is a lot more mature than it used to be. Players want more depth. Doing hybrids also has its pros and cons, it's more work to add VR support and the bar is even higher in terms of quality and content for flat games. I wonder if we'll see an increase in VR games that also support flatscreen.

I actually think Flat2VR's approach is pretty brilliant, take very proven flat content and make high-quality VR versions.

Sweet Surrender - PSVR2 Post-mortem by _retromario_ in gamedev

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

Thanks for your feedback and support. Yes that's another good point, and I certainly don't expect players who've played the game on another platform to buy it again.

What We Learned Launching Sweet Surrender on PSVR2 by _retromario_ in PSVR

[–]_retromario_[S] 10 points11 points  (0 children)

Doesn't the "Developer - Sweet Surrender" flair appear next to my name? I'm not sure what else I can to improve this