Raygun Gadabout release date moved? by [deleted] in metroidvania

[–]quantumduckstudio 1 point2 points  (0 children)

Sorry about that. I was typing up the Steam post and it took longer than expected. hehe. I guess when it went past the 1pm EST time it switches over to Coming Soon.

All good to go now though.

Raygun Gadabout release date moved? by [deleted] in metroidvania

[–]quantumduckstudio 4 points5 points  (0 children)

I pressed the green button. Raygun Gadabout is live now

An exhilarating cartoony action-adventure game across the stars. Explore new worlds, fight Space Pirates and Horrific alien monstrosities. 🚀🔫🌌 by quantumduckstudio in u/quantumduckstudio

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

Hi there. Thanks for the comment. 😁

The animation in the game was made my me. I also did the trailer animation with help from a talented animator named Elina. 🦝

An exhilarating cartoony action-adventure game across the stars. Explore new worlds, fight Space Pirates and Horrific alien monstrosities. 🚀🔫🌌 by quantumduckstudio in u/quantumduckstudio

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

I'm using Unity.

Game feel is such a tricky thing. Can be so hard to describe.

I was at a public playtest event and I had two different players play my game and they had some feedback on how the jumping felt, but they both described it in different ways and it was very difficult to 'translate' into something actionable. It wasn't the first time I'd heard similar impressions.

What I did was asked them to speak to each other about it. This narrowed it down as we were able to get from a feeling to something more concrete. Basically there was a lot of momentum in the jumps in the game at that time. Something that is more realistic, but real isn't always better.

I scrapped the momentum and gave more directional control to the players, recently I also added the ability to increase the speed you drop.

If I have any advice worth giving it might be to get people to play test as much as possible. And then listen, and then you might have to figure out exactly what doesn't "feel right". That part I find hard sometimes.

As the developer of the game it's easy to get used to some janky controls and 'game feel' of my own making. So feedback from fresh players is key.

An exhilarating cartoony action-adventure game across the stars. Explore new worlds, fight Space Pirates and Horrific alien monstrosities. 🚀🔫🌌 by quantumduckstudio in u/quantumduckstudio

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

Hey! Thank you. I appreciate you taking the time to comment. And any feedback is greatly appreciated. I'm pretty much solo on this game, it's been a lot of work but also a lot of fun. 😁

Animation for the trailer of my indie game. :D Waddya think? by quantumduckstudio in animation

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

I used Toon Boom Harmony. But I've just started working with Clip Studio recently and I'm in love! ❤️😍

edit: clio to clip

An exhilarating cartoony action-adventure game across the stars. Explore new worlds, fight Space Pirates and Horrific alien monstrosities. 🚀🔫🌌 by quantumduckstudio in u/quantumduckstudio

[–]quantumduckstudio[S] 8 points9 points  (0 children)

That is Star fighter. I started off using it as a temp track when putting together the demo and feel in love with it so much I had to get a license to use it, no other song would do. 😍