About This GameControl two avatars at the same time,connect them with lasers and clothesline endless waves of grumpy geometrical shapes to conquer the leaderboard! Interactive AudioMany game elements are synchronized to the music, which in turn reacts to gameplay events. The sound effects are part of the music and adapt when you pick a musical style from the small selection of interactive Sound Sets.Unique Control Scheme and Gesture-Driven Special AbilitiesIt's all about the mind-splitting controls, the challenge they present and the intense satisfaction of gradually mastering them! Cool moves trigger cool abilities, similar to fighting game special moves:Solo & Couch Co-op ModesCurrently there is the main single-player Arcade Mode as well as a local Co-op Mode. (More game modes are planned, c.f. Early Access info ) a09c17d780
English
A very fun and addictive arcade-style game. The coordinate efforts to control both dots simultaneously and in inverted situations are challenging but it is what keeps you trying. The game is synchronized with the music which generates a very immersive experience. Love it!. Holy\u2665\u2665\u2665\u2665\u2665\u2665this game is a hell of a mind braker. Open Alpha Weekend Coming Up!:
The version number of the game is always displayed in the main menu under the title, along with the most noteworthy changes. What's Next? The plan for the next major update is to work on the systems that control the music to make them smarter and make the music more dynamic. Content-wise, both existing SoundSets are going to be expanded with new sounds and maybe some real-time sound effects. I'm very excited to finally get to work some on those aspects of the game. There's also a few bugs, audio and otherwise that I may get to fix in a minor update before fully focusing on the music.. Music Update: Preview Available in Beta Branch: As the Music Updates approaches, there's now a new preview version available in the beta branch. Check it out to get an sneak peak of what's coming! (You can do so by right-clicking on the game in your library, and going to the beta tab). Here's some highlights:
The preview includes only the electronic music sound set, which is why I didn't make this an update of the main branch. That will follow soon as I get to implement the actual audio content now that the systems are mostly done. (I'm hoping for next weekend). If you give it a go, please make sure to let me know if you encounter any issues, especially audio-related ones! Enjoy! :). Hotfix 0.7e: Mini Stun Duration: The version you have installed is shown in the main menu screen. Bugfixes
I'm excited to share this update with you. It is mainly about the music and the synchronized visual effects. As always, you can choose to stick to the previous version by selecting it in the beta branch. There are only insignificant balance changes, so the leaderboards won't reset this time. At some point I'd like to do an in-depth devblog post about the game's audio systems and how it all works, but for now here's the update notes: New Features:
New Content:
Bugfixes:
What's Next? I'm thinking I'll finally tackle the third game mode, "Progress Mode" for the next update. I intend to squeeze in a smaller update before that so it's not such a long wait, since I also will invest a bit of time in the Nintendo Switch port in the next two weeks. I'm looking forward to doing another big audio pass and iterate in the future, because there's still a lot of unused potential in the existing systems (and some rough edges).. Power-Up Update: v0.7 / See You at EGX!: Folks, you now have a new special ability at your disposal: Invincibility! Quickly press [LB, RB, LB, RB] and your avatars will grow bigger, faster, and indestructible for a little while, allowing you to cheerfully bump into all those pesky enemies without a care in the world and watch them pop! This is the most defensive of the four abilities and it's quick and easy to activate, too. The trade-off is that your multiplier won't apply to points you score this way. It represents the opposite of the Spinning Beam on the risk-/reward-spectrum and thus is also particularly well-suited for new players. This completes the set of special abilities planned for the 1.0 release. However, additionally to fine-tuning balance aspects of the abilities themselves and polishing some parts, I also have some ideas to evolve the power-up economy. Mainly, I'm thinking about letting players customize their load-out a bit. I'm also considering moving away from the fixed-schedule, semi-random-selected spawning of new ability power-ups. Since the special abilities have a significant effect on balance, the leaderboard has been reset. Like previous resets, the old leaderboard is preserved (Community Hub --> View Stats). As always, the previous version remains available for download under the correspondingly named branch. Check out the full change list below: New Features
Balance and Other Changes
Bugfixes and Polish
Controller Behavior Change Example: The avatars are within linking range and the player presses LB to connect them with the blue laser. Keeping LB pressed, they also press RB, now changing the laser color to orange. Then they let go of RB again, still keeping LB pressed. Previously, this would disconnect the avatars, despite one button still being pressed. Now, it changes to that button's corresponding laser color (blue in this example). If your finger tells you you have your avatars connected, then that's what should happen. In Co-op, this change does not apply, because here it's more important that players be able to break free from unwanted connections by briefly tapping their button and letting go again. What's next? I'll be exhibiting MODSORK at EGX Rezzed in London this week, so I please bear with me if I'm slower to respond. When I return, I'll start working on Progress Mode. It will consist of a series of discrete challenges players can complete (as opposed to the other modes' open-endededness) and unlock loadout customization options.. An Update on the Music Update and Miscellanous Stuff: Dear Current Players: The Music Update is coming along nicely, and soon[tm]! I ended up redoing a lot of the systems for the interactive music and extending their features. As every game developer will tell you, increasing the complexity of the features a game has also increases the time it takes to create content, but I'm very excited about these and the game will benefit from it. In other news, with the coming update, the "beta" branches will be named more appropriately. Currently, the "beta" branch holds the most recent previous version of the game. In the future, the previous version will be available in a branch called *drumroll....* previous_version! Yes, I did come up with that name myself, thank you! ;) The branch called "beta" will contain the latest version and experimental versions. Dear New Players: Welcome! I'm working on a Steam Guide that should come in handy with the learning curve and shed light on some of the less evident features and settings of the game. Have a gander MODSORK Guide It will be updated as the game evolves. Also, you're welcome to join us on the official Discord Server: MODSORK DISCORD[discord.gg] Dear Prospective Players: (and existing players who want to feel good about having supported the game early). At some point in January, the price will increase very moderately to reflect the progress the game has made since it launched into early access. So I guess now's a good time to support the game! ;-). What's Next? Early Access Plans: Hi all, Before PAX starts tomorrow, I thought I'd share some more info about what Early Access development will look like in the coming months: Types of Updates and Frequency I'm expecting to do regular updates on a more or less monthly schedule. In between those, there may be hotfixes if necessary. There will also be a beta branch where you can occasionally try out features I'm working on. Next Hotfix This is a bit of a major one and will bring a local leaderboard mode as well as more granular control over the flashing lights in the game (e.g. enable just the background flashing, without the "danger"-flashing). Also other fixes and improvements (like co-op scoring and current end-game waves). Unfortunately, the internet connection at my hotel is very unreliable, so this will have to wait till Friday next week when I'm back home. It's a bit ironic cause I've never been so close to Valve's HQ... :D First Update The first proper update will come in mid/late September because exhibiting at Gamescom and the upcoming PAX West hasn't allowed me to work on the Steam version much. Aside from fixing bugs, this will focus on improving the music as well as enemy wave variety and late game stages. I'm also looking at improving some enemy behavior and adding a new type of (non-deadly) challenge. What Comes After? The second update will be about a new game mode :). Hotfix v0.7d (Advanced Tutorial fix): Hot on the heels of the main update...(You can always see which version of the game you have in the Main Menu.) Bugfixes
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