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Hey people! I do marketing with indie games and we decide to make a contest around the speedrun community. Our game is called Stay Safe, it's basically the forbidden child between Wipeout and Super Meat Boy. The game is out on May 22, but meanwhile you can try to beat the demo and win a console (switch, ps4, you name it) or a S&M kit for the best times. Let me know what you think of this, we're preparing an even bigger tournament for the release so we need to know if you like or hate it |
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is this worldwide or just US? /edit: the only thing it got in common with wipeout is the "flying" vehicle, if you need a more fitting comparison for what this game is: /edit 2: "Let's put some arrows there to mislead players!" "saggy controls that make even Dark Souls look like Unreal Tournament? let's make extremely tight stuff!" Tracking Walls, alternating Walls, tiny rails, even more alternating walls. /edit3: |
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herosnackherosnack
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hello there, Thanks for playing the demo ! But anyway we all agree that super hard should not mean poor level design. So I would like to engage a dialogue here because : Let me start with a few comments on your post : And now some open questions for you : Feel free to be brutally honest ! Anyway thanks again, we really appreciate the feedback. /edit |
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"Sorry for the french Discord" Tout le plaisir est pour nous 🙂 |
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(wall of text incoming) - Which other things frustrated you ? some cheap shots like placing a switch-wall (the ones that go _._[--] -> [--]_._ -> _._[--]) directly behind a door were a bit rage-inducing, you said I'm not supposed to evade the moving walls with the dash, yet that's the only thing that works to avoid them up to that point, - What did you like in the game (what should we keep) ? - How would you improve the controls ? TL;DR: If the player presses left, make the vehicle go left instantly, not after half a second. - Do you feel that level design is the main problem or the controls ? or both ? ? Telegraphing when something happens is important as well, - Would you like to be a beta tester for the full game ? - What do you think about frustration being part of a game ? Quote 1.dw, as I said, it's not a bad thing to let the player learn by doing - it's just that the first hurdle in the demo using flight doesn't let the player experiment much. |
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herosnackherosnack
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Well then, Thanks for the block of text. We actually used some of your feedback to improve the game. To keep high level difficulty : We launched the Beta Yesterday. If you wanna join (not necessarly to give feed back but just to enjoy) I can give you a key. Thanks again. |
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FYI we just launched the full game on Steam! A new contest might be organized in the next few days! |