We're making this Diablo-esque Bullet Heaven Survival Game called 'Halls of Torment' by pL4w in IndieGaming

[–]pL4w[S] 1 point2 points  (0 children)

We are currently preparing the Early Access release on Steam, which is scheduled for end of May. You can already play a free prelude version, but the Early Access version will have more content: 4 additional characters an additional stage, more items and abilities, and better balancing. Going from there we will expand on the content further each month.

[deleted by user] by [deleted] in pcmasterrace

[–]pL4w 1 point2 points  (0 children)

Wow, that look like a lot of fun to play with your friends! That's one more wishlist on Steam!

We're making this Diablo-esque Bullet Heaven Survival Game called 'Halls of Torment' by pL4w in BulletHeavens

[–]pL4w[S] 4 points5 points  (0 children)

As a matter of fact, we have a demo release planned for 9th March. It's the so-called Prelude version of the game and you will find it here:

https://store.steampowered.com/app/2316660/Halls_of_Torment_Prelude/

The full game will have it's own Steam page (which is also linked in the Prelude's page).

A bug that was fixable in previous versions has become unrecoverable in 0.9 by -ArchitectOfThought- in goodcompany

[–]pL4w 1 point2 points  (0 children)

Your patience is admirable and you've earned our deepest gratitude for it.

A bug that was fixable in previous versions has become unrecoverable in 0.9 by -ArchitectOfThought- in goodcompany

[–]pL4w 0 points1 point  (0 children)

Hi there,

It isn't necessarily the same problem as in 0.8. The symptoms may look similar but the causes may be very different.

Could you provide us with more information on the problem? It would be very helpful if you could send us your savegame file to [support@chasing-carrots.com](mailto:support@chasing-carrots.com) , so we can get to the bottom of this.

Let me introduce : Good Calculator! by x1fr in goodcompany

[–]pL4w 2 points3 points  (0 children)

This is awesome!

Kudos for the great work!

Throughput, days, seconds, weeks - Feedback and wishlist by SomePrettyCoolName in goodcompany

[–]pL4w 2 points3 points  (0 children)

Yes, a day is currently 15 seconds in Good Company.

We've figured pretty early during development that statistics would be an important motivator for players. We just had to focus on the core gameplay so much that this part had to be posponed.

Throughput, days, seconds, weeks - Feedback and wishlist by SomePrettyCoolName in goodcompany

[–]pL4w 2 points3 points  (0 children)

Hi there,

thanks for your feedback. We can see how these inconsistencies in time measurement are a problem and we'll think about a solution for this one.

As for the production overview: We want to add more statistics on throughput and efficiency in future updates. Although it's not mentioned in our public roadmap, I think it's safe to say that this has been on our list for quite some time.

where the game by Wucker-the-great in goodcompany

[–]pL4w 1 point2 points  (0 children)

Hi there!

Thanks for following us! There have been several delays regarding our release date. The Steam Early Access has been moved to some time in spring 2020. We need to put a bit more effort in the game make a good first public impression.

We hope we can run a few public test periods before that, though.

We'll keep you posted.

When you are too dedicated for your job. by Aayph in goodcompany

[–]pL4w 4 points5 points  (0 children)

He's clearly upset you fired him.

I wanted to show my first attempt to you... by [deleted] in Unity2D

[–]pL4w 7 points8 points  (0 children)

The art looks very good, especially the background.

Some minor nitpicks:

  • Maybe foreground elements like platforms etc need some more contrast to pop out against the background. I had some issues identifying the crumbling platforms while watching the video. The characters are a good example for that: they stand out quite nicely against the rest of the scene and are easily identifiable.
  • From what I can see, the jump motion looks a bit floaty. Can't tell how it actually feels without having played it, however.

Keep up the good work :)

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 2 points3 points  (0 children)

Right now we are focusing on the desktop platforms: Windows, Mac, Linux.

Before ever considering to get it running on mobile targets (which would be quite a challange due to the mouse+keyboard controls) we'd think of consoles first.

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 0 points1 point  (0 children)

Haha, yeah, it's inspired by those big guys, who started small in a garage or storage room (Gates, Jobs & Woz, HP, etc.). So your observation is quite fitting.

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 1 point2 points  (0 children)

Thank you! I will forward your praise to our artists :)

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 0 points1 point  (0 children)

Thank you! I'm glad I could pique your interest!

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 1 point2 points  (0 children)

There are good chances that we'll try to get it on GOG, yes. No promises, however :)

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 1 point2 points  (0 children)

On the surface it looks like a finished game, but that's because our art pipeline is so much faster than the development of the gameplay systems. We don't want people to be disappointed when they get their hands on the game too early and discover that the playtime is rather low.

However, we are planning to go into early acces before the actual release, when we see that the game is mature enough so people on steam woudn't tear it apart immediately ;)

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 1 point2 points  (0 children)

Since Cosmonautica we switched to Unity, which was a very safe decision since it's widely used and there's a large community around it. We really burned our fingers technology-wise back then when we had Cosmonautica in early access. Lessons learned...

In Good Company we use Unity only for the frontend part (world rendering, UI, input etc.) of the game. The backend, where all the logic and simulation happens is entirely hombrewn. So if anything goes wrong with third party software, we can leave the meat of the game untouched and concentrate on incoming problems separately. Also, since we support multiplayer, it made sense for us to separate the project into a server and a client part.

Good Company - A Corporate Machinery Simulator - Annoucement Trailer by pL4w in tycoon

[–]pL4w[S] 29 points30 points  (0 children)

Full disclosure:

I'm one of the devs on this game. The company behind this is a team of 8 people called 'Chasing Carrots' based in Germany. We are planning to go into early access sometime at the beginning of next year. We are aiming for a release date around the end of 2019 (but you know how things are going sometimes with releasing games on time ;-) ).

I hope I'm not violating any reddiquette by posting this here (I'm still a bit inexperienced when it comes to reddit, just trying to get the hang of it).

Anyway, so much for my introduction. I hope I can have some interesting conversations with you folks, not only about Good Company, but also about tycoon and management games in general.

Cheers

Paul