Time to Pay the Bills
775 posts

Time to Pay the Bills
@redbeansgames
Add Time to Pay the Bills to your wishlist on Steam: https://t.co/X8FSa4Qdeg
Katılım Mart 2021
349 Takip Edilen1.2K Takipçiler

@redbeansgames the second option absolutely. I don't even question myself. but I'm older. maybe new generation would like first option
I'm used to old games with the second option. I had a cartridge from SNES called Side Pocket witch I loved
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@redbeansgames those are both nice. i think that should be an option in the settings or maybe it could let you choose during the tutorial
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@mononaut That would be awesome! Thanks for the idea!
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@redbeansgames A physics game needs to have physicality to be immersive. It needs to feel like drawing back and striking the marble. With that kind of rubber band animation I would even recommend having the player click the marble and hold while aiming.
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@redbeansgames The second one is better imo, where you define the direction the marble is hit, and it goes in the opposite.
If you're going to do the first one, you should add an arrow or something to indicate it's going in that direction, otherwise it's a bit confusing.
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@redbeansgames In this case, I'd prefer option 2, because it would feel like I'm applying a force to the marble from that direction. Option 1 would feel more natural if it was some creature I'm commanding to actively move instead of an inanimate object that is being passively moved by me.
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@redbeansgames I think the second option is good, because it also shows how hard you're hitting the marble if it doesn't have a set speed already. Plus a change in color to show different "power" levels would also work for both options.
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@redbeansgames Check Monster Strike.
Dominates Japan's charts for years for a reason. Probably the best reference for slingshot mechanics and physics feedback.
Worth a look.
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@redbeansgames Let the player choose without knowing: on the first move, as a tutorial, ask them to hit an easy piece. Based on which side the user moves to, you'll know what they prefer.
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@VariousRegards I agree! Thanks for your feedback!
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@redbeansgames pulling back seems more natural.
you pull a cue stick back before hitting a pool ball.
you pull your finger back before flicking a ball.
pulling back first is the natural and intuitive motion.
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@redbeansgames With the graphical indicators you've implemented, both are very clear.
A. Impressive job on the art and design.
B. I would say keep them both and let the player select in the options menu. The second (launch away from the cursor) seems to be more standard.
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@GalactaKiller Yes, I can do both and set the switch in the settings. I'm still thinking about it. Thank you for the feedback!
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@redbeansgames What about : both options, and you trigger either or in the settings ?
After all, both are already implemented, right ?
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@redbeansgames I like the second option. The pool-cue feel is more intuitive and having front and back lines gives me more feedback while aiming.
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@redbeansgames I like the one that shows the direction, so I think that was the bottom option.
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@redbeansgames They are both good, but for different purposes, you should choose what you envisioned for your game. Take billiard as example, it would be a lot easier if you could just click where you want to hit, but most games, you choose where to hit on the ball, so it's more challenging.
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@AlgoAttraction I agree! Thanks for the feedback!
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@redbeansgames The opposite direction for me. It feels more like playing pool, which makes it more interesting and game-like that the marble doesn’t go exactly where you want it to. Instead, you have to calculate it. In practice, it’s the same, but it feels completely different.
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@redbeansgames I like option 2, even though option 1 is less cluttered. Maybe if option one was shaped like a subtle error it would also work. Then again, after the first try the user should get it :)
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