
Hagen Heubel
13
Posts
1
Topics
3
Followers
4
Following
A member registered Aug 15, 2018 · View creator page →
Creator of
Fight, survive, repair and enhance yourself to escape an endless factory in this run-based FPS with hand-drawn graphics
Shooter
Recent community posts
Some people just don't like having a public presence, I don't think that says anything about their willingness to tie up loose ends. Especially with all the hype surrounding this plugin, I imagine being the author must be quite stressful.
Also, even if Calin was unwilling to support the project post-release, the whole thing is written in GDScript. We will be able to fix bugs and add small features ourselves, if necessary.
First off, I'm really enjoying the app so far. Definitely gonna be using this over Audacity for the foreseeable future.
There are however two features that I think could really benefit the workflow, at least for me. Both are about adding greater editing potential to the default track-preview.
1. Being able to fade-in and -out the track. Ideally it would be done in a very intuitive and easy way, like being able to CTRL-drag from the edges of your current selection to define the fading period.
2. Adding Track Effects. Similarly to 1, this would mostly serve not having to switch to the multitrack view when you just want to apply an effect to a single track. Additionally, this could come in very handy if you want to apply the same effect to multiple tracks in your library, assuming there is some option to preserve your current effects setup while switching between different tracks.
Using the little guy as bait to track the aliens was surprisingly fun. At first I was a bit annoyed by having to use the remote camera view to open and close doors, but once the time slow-down properly "clicked" with me, it had its own charm tbh.
If I had to critique anything, it would be that switching between the different views can feel a bit clunky. Some way to switch between them in a way that doesn't change depending on which character you currently have selected (like binding each view to a number-key on top of the tab-switching) might have helped that feeling I think.
The level where the pipes are first introduced also had a hole that the bigger robot couldn't jump out of. I don't mind it in principle since restarting the levelis easy, and by that point you should have a good enough grasp of the characters' limitations to know that jumping into that hole would be a failure condition. Just a bit annoying to have that realization at the end of the level haha.
Also I just have to mention how cute the repair animations are. I almost started looking forward to my robots breaking just so that I could see the two being cute together lmao. Great job with that.
hey, thanks for trying our game and giving us your thoughts! ^^
I'd like to ask what you mean by "controls for the left-handed"? I'm left-handed myself and didn't really feel like that impacted the gameplay, so if you have some insights on how other left-handed people engage with M&K controls, it would be great if you could share them. This seems like something I've been completely unaware of.
Also, in case you are curious about the theme: The original idea was for the wizard and hero to fight things out in the background while the cat chases after the rat. You'd essentially be going after your own goals while the "main story" keeps trying to interfere with it, for example by having random fire balls fly in from off-screen. Due to time constraints and some issues during development we weren't able to actually do this, sadly, and so in the end the wizard just ended up being turned into the rat.

