[Project] Jetstream (was Streamline)

Comments

  • @Wes_Matthews: awesome, thanks for those! I'm sure we can figure something out with that as a starting point :D
  • Minor update. I've tagged and released version 0.3.0. Some of the changelog:
    • Improved the movement tweening a lot, especially when it would hit a lot of forcer blocks or travel through portals in the same move.
    • Scale the UI for landscape (on desktop).
    • Added a new trap timer mechanic.
    • Some interactions between mechanics.
    As always, you can play the new demo build here: http://jetstreamgame.com/


    In a completely unsurprising serious of events, the "last 10%" is taking longer than 10%. So current projections put us running a bit later than originally planned, by about 4-6 weeks. The original plan was for about 6 months of production (till the end of July), with a team of 2 or 3. The team will have a bit less capacity from August onwards, but we have a fairly big buffer with any external deadlines (like with our publisher). Overall I feel like that's an okay delay (I've heard of way worse), but we'll see how things progress.


    Here's a quick GIF with some portals. The portals symbolise the way our time is disappearing into the aether, where the last-mile demons are having a glorious banquet.

    image
  • I'm back with a small build of the game. This is a "micro build" so it only contains 8 levels (with the lock & key mechanic). These levels were in Streamline, but they now have the Jetstream coat of paint. I'm looking for any and all feedback, on the art, the UX, the juice, anything. The one thing we know that needs to change (and will soon) is the sound effects, but the rest isn't far off from what we're aiming for (so feel free to tear it apart!)

    Play the "Trials" micro build here: http://jetstreamgame.com/micro/b/64fbdb3b85578e5839cf4d2f/

    image

    I mentioned the micro build system a while back, but so far we've just been using it for internal testing and sharing with our publisher and such. I wanna start putting out these small builds more regularly, as we get further along and closer to the end of production.
    Thanked by 2pieter Elyaradine
  • A quick teaser of a new mechanic we've just finished. What do you think is happening off-screen?

    image
    Thanked by 1pieter
  • Around the world in 80 ms?
    Thanked by 1francoisvn
  • This is a really neat little game. The Trials build you linked is deceptively difficult. I tended to brute-force my way through some of the harder levels, but I think that's okay. Here's some random feedback.

    Something about the keyboard controls feels a touch unresponsive to me. I'm not sure, but I think it might be that the move only happens on key release instead of on key press?

    It would be nice to have a level number displayed somewhere. Perhaps you could have something like X of Y for each set of levels. I think it might help with a sense of progression, and it would let players know if they are near the end of a set. I feel like I might persevere on a level that I'm stuck on if it's the last one in the set and I know there's a good break point after it.

    And finally the keys and locks somehow don't seem like they fit in with the rest of the aesthetic.
    Thanked by 1francoisvn
  • @upside: thanks for playing and the feedback!
    upside said:
    Something about the keyboard controls feels a touch unresponsive to me. I'm not sure, but I think it might be that the move only happens on key release instead of on key press?
    Yeah, that's probably the reason. We're gonna revisit that soon!
    upside said:
    It would be nice to have a level number displayed somewhere. Perhaps you could have something like X of Y for each set of levels. I think it might help with a sense of progression, and it would let players know if they are near the end of a set. I feel like I might persevere on a level that I'm stuck on if it's the last one in the set and I know there's a good break point after it.
    There used to be a number displayed on each level, but way too many players assumed it was the number of moves you had or something like that. I considered replacing it with a row of dots, one for each level in the current group, and the showing which level you're on, but I thought that would more likely confuse players than anything else. I'm not sure if "X of Y" would solve that - I think a significant portion of players wouldn't understand that it's just the level number.

    Another related aspect is: the progression system is gonna be a bit forgiving, so you will only have to complete 75% of the levels in a group to progress. I don't want players that are stuck on a level to sit there forever and then quit playing in frustration. Once you unlock a new level group you will be able to play them in any order, although you'll probably not get far if you don't play the first few levels that teach a new mechanic.

    I totally get the "finding a good break point" aspect though. Ideally I want players to play through a particularly difficult level or two and then get rewarded with a break in difficulty and an interesting new mechanic to play with. My plan was to do that with the menu system, so there is visual reward for completing levels and you get a nice little teaser that there are new levels to try.
    upside said:
    And finally the keys and locks somehow don't seem like they fit in with the rest of the aesthetic.
    Definitely true. I couldn't think of a lock/key visual aesthetic that would tie in more. Unfortunately I don't think there are any real-life scenarios of conditional clouds ;)
    Thanked by 1upside
  • Just realised we've pushed out 2 updates and I missed one and almost forgot to post something here again today.

    In version 0.3.2 you can find the following:
    • New sounds! Finally!
    • A new tapered plane trail
    • Other bug fixes and changes that are unfortunately not visible in the demo :(
    Play the build that finally doesn't make you auto-mute here: http://jetstreamgame.com/

    The sounds are just the first draft, but we'd appreciate any feedback on the sounds or the new tapered plane trail. Or anything else :)
  • I found the cloud impact sound to have a bass that was quite harsh. I think a sound that's as repetitive as that one's likely to be should be much "softer" (not in volume, but more in "texture"). I found a lot of the sounds to be louder than I expected. I am wearing headphones though, if that makes any difference.
    Thanked by 1francoisvn
  • @Elyaradine: thanks, I'll pass the feedback on to our sound designer (she's not on here).
Sign In or Register to comment.