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That's a terrible trailer. Doesn't look the least bit fun.
The pleasure is all mine!
Thanks for putting this much effort into reviving my favourite kind of game genre - and with such talent!
It warms my heart to see all the postive feedback you're getting on the greenlight page. Embrace our love and keep up the good work ;D
>Sandbox is based on the Cube 2 Engine so it contains the engines core features and those added exclusively to Sandbox.
At least you finally gave due credit.
You really ought to have it in the introduction blurb and the full summary as well - You've gotten A LOT for free, after all.
You've captured that Lunar Industries-look of white and orange extremely well. Love the looks of it.
I hope the game has a great story to compliment the aesthetic beauty of it - and no actual spookaboo monsters.
Yeah, I know what you mean - The freedom you were presented with in that first world came like a shock. It was like an enormous playground.
I've been wanting to ask something, though:
While I have confidence that you'll make an amazing game, with lots of varied maps, I'm kind of hoping you'll design it so that importing custom game worlds won't be too hard. Have you thought anything about moddability?
It's just that when we FINALLY get some more 3D platforming after all these years, I'd want it to be as much as possible!
Love the looks of this!
Love the looks of this! Keep up the good work!
Looks sweet, but please change the name before you get copyright-thugs on your door!
Marvellous news as always!
Love the homage to Bob-omb Battlefield, and I see that you've added an extra visual effect to the double-jump as I recommended. It looks great!
Also love that you've started working on simple enemies - and so many! This is really shaping up to something :D
No, no, thank YOU!
Whatever you do, I hope you won't give up on this wonderful project!
Oh, and for the sake of simply giving the double-jump a more distinct visual impact I'd add a little pirouette to the second jump, and possibly a tiny splash of shiny particles.
A simple way to make the head-tracking look great is by making it run/walk contextual.
Make it so that the head stays locked in the direction of movement when at full run-speed, and only start tracking (after a short delay) once the player stops (or moves slower than a certain speed).
Other small things I'd like to nit-pick on are
1.General run speed could be faster - It looks a little slow compared to the power and speed of the jumps, and with the huge stages you're making, I'd like to be able to move with just a little more haste.
2.Faster climbing when clambering up a ledge - The slow speed of the locked animation brakes momentum, and feels a little like a short cut-scene.
3.Make the dust-kickup particles smaller and fewer in general. It is a pretty effect, but would work better a little more subdued.
Now, don't let any of this get to you! As you are well aware, I am really hyped for this game, and I'm amazed at the level of quality and the speed of progress.
My love for this thing grows fiercer with every video!
I think I saw a flip-jump in there as well?
The more jump moves the better - keep up the good work!
This is why we can't have good things.
Good things take time, buddy.
Looks sweet, but...
You might want to look for a different name /alternatively add a subtitle.
Ooh, this looks sweet.
Do I sense a tingling inspiration from Teknopants?
Lol, that song is unlisenced, but I'm afraid some of the other aspects of your game could be subject to copy-right claims, buddy.
Looks neat, though.
Looks pretty fun.
Looking forward to trying it out.
If you're interested, I could try and redo the artwork for you.
If you don't plan on making any profit on the game, I wouldn't
mind doing it for free.
I'm no amazing artist, but I'd do what I can.
Looks ******* amazing.
Hyped beyond reason.
The environments, as people mention, are great, but that movement... That movement looks so fresh, and so perfect - it could be the most innovative and enjoyable thing done with a first-person perspective since Quake.
Someone has been on forward-slash vee.
We don't go to Ravenshelm.
That's obviously Spyro, not Croc.
That said, it looks a lot more linear than Spyro...
Does anyone have any info to share on how it compares?
Certainly looks fun anyway.
Looking great as always.
Particularly love the flip-jump.
Looking amazing as always.
Keep up the good work - Will be rooting for ya'
I'm extremely hyped for this game - Still, please take your time - the more content the better.
I wouldn't make the time-stopping gimmick the main feature of the game, though. The platforming and exploration seems more than sufficient to stand on its own legs, and stand taller that way.
I absolutely love the sprites and tiles.
I hope you'll make this an expansive world, worthy of exploration.
This looks mighty neat, but...you might want to read the book called A Boy And His Dog.
Or not. Many would prefer not to read that particular book.