Apparently that youtuber doesn't like the game, and he calls it the "Most Unity Suvival Game ever!". Ha :) That's especially funny since I'm one of the very, very few people out there which did this: I wrote nearly every line of code in my game from scratch, myself, in C++. Including the 3D engine. And sound engine. And collision detection. File System. Translation. Input handling. World generation. Hell, I even composed the music myself.
I'm interestingly not even mad, it is actually a bit entertaining :)
now on Steam:
As early access, but available. Hope you like it!
I've learned that the average willingness of giving feedback voluntarily is very, very low. For example for every 100 readers of this blog, only 1 will post a comment. Driving this value up is possible, but telling the readers that you want feedback usually will not work. (But making some unusual claims or invalid statements will do this easily, usually.)
Until now, about 2000 people have downloaded the alpha demo of my game. You would expect that I already have at least 20 people giving me some insight on how to improve it. Interestingly, I only received 6 so far, of which 3 are angry that the price of the game is so high. (What!? It's just 9 euro!?)
Not sure what this means. Is this a good sign? Do people like the game, and they don't see any reason to complain? OR is it a bad sign? The game is so bad that they don't bother to deal with that at all? I have no idea.
Then, Electron arrived (basically it's a way to bundle your website in a package together with the Chrome browser and pretend you created a native app), and I thought:
"Woha! Why not make a real native app out of my WebGL game? I only put it into Electron and that's it!"
I did that, and Electron worked surprisingly well. Nice piece of software. But the result wasn't very convincing: Although I put a lot of effort into making the electron app feel like a native app instead of a HTML site, it had a lot of drawbacks like input lag, lack of hardware, 3D and fullscreen settings, bad working cursor locking and similar.
The port was done within a handful of weekends and the game is now a native Win32 C++ program. You can try it if you like.
For now, I'm developing my game further in C++. And hope to have it finished within the next months. You can follow its progress on its website, if you like.
here. The game now runs at about 150 FPS instead of the felt 10 FPS when it ran inside a browser.
I also re-created the gameplay video with that build, I think you can see now that it feels much, much smoother now:
Any feedback of the build would be welcome, it is just a 12 MB download.
It is a bit abrupt, but the only way to keep the player from climbing over it. I think 120 kmē is still enough to play the game and have fun.
I'll do my best... :)
I will polish the game quite a bit and refine and beta test it before launching on Steam, so this will take a while. But this is great news! Thanks for all the support and to all the people voting for the game!
last post, people suggested that I could add my game to Steam Greenlight. Since I have a nicely working Windows .exe build I now did: PostCollapse is now on Steam Greenlight.
Unfortunately, the video apparently sucks in contrast to the screenshots... which again I think might be affecting the votes negatively. If you like to help, please vote too. :)
Constructive feedback welcome!