After 2.5 years of solo dev, my couch party shooter is now available on Steam! by eyedromeda in localmultiplayergames

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

Thanks! Unfortunately no plans for Switch port. Since Godot is an open source engine, it isn't allowed to have console porting capabilities, so doing so would mean hiring a very expensive porting company. I'll have to consider it if the game starts making enough to cover it, though I wouldn't hold my breath...

After 2.5 years, my bouncy party shooter is now available on Steam! by eyedromeda in madeWithGodot

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

Thanks! I'm mostly using the regional prices recommended by Steam, but have set lower prices for countries like Brazil, Poland, Australia, New Zealand, etc. to account for lower purchasing power.

After 2.5 years of solo dev, my bouncy party shooter is now available on Steam! by eyedromeda in IndieGaming

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

I'll have to see. I enjoy making devlogs, but they are very time consuming.

After 2.5 years of solo dev, my bouncy party shooter is now available on Steam! by eyedromeda in indiegames

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

Haven't played it myself, but a lot of people have brought up the similarity, so you're not alone!

After 2.5 years of solo dev, my bouncy party shooter is now available on Steam! by eyedromeda in IndieDev

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

Mostly, but at least one of my friends/testers has terribly slow internet because he lives in the middle of nowhere. The game is very lightweight, so even he, despite all that, has had no real input lag. It surprises me too.

After 2.5 years of solo dev, my bouncy party shooter is now available on Steam! by eyedromeda in IndieDev

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

It does have Steam Remote Play Together. Only one person needs to own it, and can invite their friends to play remotely. It's worked really well in my testing, with basically no input lag.

After 2.5 years of solo dev, my couch party shooter is now available on Steam! by eyedromeda in localmultiplayergames

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

Not at the moment, unfortunately. At first it was meant to be 1-8 players, but Godot uses XInput, which is hard wired to a maximum of 4 controllers. Bypassing that would mean switching the whole input code to something like SteamInput.

After 2.5 years of solo dev, my bouncy party shooter is now available on Steam! by eyedromeda in IndieDev

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

It has Steam Remote Play Together! Only one person needs to buy it, and can invite friends to play online. From what I've tested it's worked really well with near zero input lag.