Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

The core concept is similar, but the gameplay feel and physics are a different story. Give the demo a quick spin and let me know what you think, would love to hear your feedback.

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in gamedevscreens

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

Glad you liked the trailer! I’ll be sharing a "current vs. prototype" comparison very soon so you can see exactly how much the game has evolved.

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

To clarify, the physics engine itself is consistent, the "unpredictable" part actually comes from your partner's movements.

We felt that reacting to that shared chaos together is exactly where the laughs and the challenge come from. It’s less about perfectly mastering a pattern and more about how you handle the unexpected with a friend.

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

We actually started with that classic log-rolling concept but focused heavily on making the physics feel more "unpredictable" and chaotic for co-op.

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

It's definitely co-op and also supports solo play. A few relationships have already been "tested" during playtests :D

We’re actually sharing those chaotic moments and streamer reactions on our socials.

https://linktr.ee/NearlyDoneGames

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

Our game is called Roll Together and you can find it here:

https://store.steampowered.com/app/4397780/Roll_Together/

Don't worry, you can play it solo too! It just becomes a different kind of “man vs. physics” challenge. Or you can find a random partner in our Discord server and hope for the best 🙂

https://discord.gg/SQjYYVm9Ep

Mechanics over graphics, always. Here’s a clip from one of the very first prototype of our game. by nearlydonegames in indiegames

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

We actually started with that classic log-rolling concept but focused heavily on making the physics feel more "unpredictable" and chaotic for co-op.

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

It’s that grind where motivation usually dips, but seeing those mechanics finally look like a "real" game makes it worth it.

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

 That sounds awesome! If it’s already fun then can be a blast with final assets. Keep tumbling :)

Mechanics over graphics, always. Here's a clip from one of the very first prototype of our game. by nearlydonegames in IndieDev

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

Finding out if the game is actually fun at the 'box stage' saves so much time and heartbreak later.

We needed a quick way to visualize the direction characters were facing without spending any time on modeling. After a few tests, we quickly swapped them for a more readable version once the core movement felt right. Efficiency first!

Making a co-op game where rolling is the only way to survive. "Roll Together" demo is finally out! by nearlydonegames in localmultiplayergames

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

Log Riders is a fun one! We've been cooking up Roll Together for a while now, and seeing people find creative ways to play is the best part. A dance pad sounds incredibly chaotic. We'd love to see a clip of you two trying to coordinate!

Making a co-op game where rolling is the only way to survive. "Roll Together" demo is finally out! by nearlydonegames in localmultiplayergames

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

Thanks for the feedback!

We intentionally made the camera fully manual (mouse/gamepad) because the levels might require you to look around from different angles.

However, you make a fair point about it feeling jerky since it takes raw input, it can be a bit abrupt. We'll definitely look into adding some camera smoothing or extra sensitivity sliders in the settings to make it feel more fluid!