I actually really like the new direction you guys are choosing. Kinda fits the open world and fast movement better? Keep up the great work, can’t wait to see more!
I remember seeing the first devlog a really long while ago, and seeing how far the project has come is amazing! +1 subscriber + 1 like + 1 binge watcher
I don't know how much will be sliding on rails part of this game, but as someone who skates seeing only boardslides makes me feel empty. Maybe there could be a little bit of variety in grinds/slides. It is just something that came into my mind :) Game looks great
There is still a lot of content missing but keep in mind that OVERRIDER aims to be an adventure more than a sports game. We aren't putting emphasis on trick variety and combos.
@@dreamteckstudio I know, just wanted to let you know, I wouldn't like combos just variety :) I like adventures more than sport games anyway. Just exploring on hoverboard and it's nice movement is enough. Thank you for responding
Awesome work. I love to see what other indie devs are working on and what struggles you've worked through. Looks like a fun game. I'll definitely check it out.
Loving the progress, especially the sfx and soundtrack development! Also very cool to see the progress from player feedback from the demo sessions! Keep up all the amazing work everyone!
You can add a feature on Equipping and unequipping the helmet. If player unequipped the helmet due to appearance then they face excess damage so that the player understand the seriousness of the helmet😃
Seeing this video makes me excited for how this game can feel when playing it. Pulling off sweet tricks while dashing past enemies, all of which to a banger of a soundtrack. These snippets of the game look as though people could have a blast with this game. Good luck to this small team to create an ambitious project of passion.
Interesting Ideas: -The sound of the hoverboard slightly changes on the texture under it. -Drifting at a certain angle blows dust into the air. Which could be a useful tool for Pro-players or players who wish the play the game multiple times. What the dust cloud is for idk, maybe short-circuit enemies. -Hacking could possibly be a minigame? maybe you have to fight some enemy called encryption in said minigame. Could be related to Lore, idk. -There could be a pro mode when starting the game. Like you have normal, what you have shown as usual, and then pro-mode, where the hoverboard has all the upgrades by default, but the strength of each upgrade varies depending on the resources spent on it. For example: In normal mode, you spend resources in to unlock things like boosters and grappling hooks, while in pro-mode, you already have all that, but at a very basic power. You use the resources to make the boosters faster, or the grappling hook faster/longer. So although pro-mode has all the upgrades by default, their staring power is much lower than normal mode. And the hoverboard has a limited about of upgrades it can do. So pro players must upgrade based on their play style. -Hoverboard Skins? Like You can craft skins in game. wont use valuable resources. But if the player crafts all the skins, they get an achievement. -The pause menu should have some kind of menu option to time gameplay. The time tab has multiple options, ranging from timing game clear, to unlocking upgrades. I see this game with speedrunning potential. Give a option to time certain things means you might have multiple speedrunning categories rather than game clear. -maybe a Back to the future eater egg?
This looks so cool! I can't believe I am just now learning about you guys. As an aspiring game developer myself, its really nice to see that even a small group of people can do so much. I also really like that small studios are showing up more and more because unfortunately the big studios have started to become more about money than passion. Which is unfortunately due to them being run by business people who half the time could care less about their games and don't even play them and only care about the money it could make.
Very, very unique looking game. You caught my attention and slam dunked it! I definitely will be following your journey... I wish I could put together a good Devlog 😢😅.
looks fantastic!, I just have an idea, you could add a boost function for faster forward movement, and also a boost for upward push, so that your character can jump higher mid air
PLEASE dont make the decision making by choosing one of two buttons. Please let me make decisions by interaction with the world via actual gameplay. Like having to save one of two people. Don't let me click button A or B. Let me decide by actually gliding to the person I want to safe/ help. Also I think time-based delivery mission would be a great fit. Or a Delivery mission with valuable items (a do not crash mission), the valuable could also be a person that just needs a ride. That being said I love the direction the game is taking. Can't wait for the next Dev log
You guys seem to be heading in a great direction with OverRider, really hope to see this game go from a project with a lot of potential to a finished game which offers the best experience it could to the player. If I were to give any suggestions, it would be to give a bit of focus to the combat, give the players some choices of playstyles and make some enemies favor specific playstyles when it comes to battling them. It would be interesting to see some sort of upgrade/sidegrade that makes the HoverRider be able to jump really high and make a small explosion under their hoverboard at will
Since it is a now free roam game, maybe the option to get off the board and have it fold up into a case or into a messenger bag so it can be carried, thrown like a boomerang (as a weapon), recalled over to you, etc. Carrying it would open the door to allow you to maybe climb through some of the environment on foot, climb ladders to reach rooftops for epic drop ins, and enter buildings or shops where you could put your board on the counter and upgrade it/customize it (like a skate shop). This would give the game a much more immersive experience. Also some character interaction! There's gotta be memorable characters, maybe the skate shop worker can be a friend who's also trying to survive in this world (could also be the one who runs you through the tutorial early in game!). Also, a bioluminescent dark, dense, jungle area would feel AWESOME to ride through, just saying! Excited to see what comes, this game looks fun to play.
if the mechanics are enjoyable enough, which seems to be your focus, then I'm sure there will be at least a few people interested in making cutsom/comunnity maps, so that's always a possible direction to go in for the game, or at least make the option available. Overall neat idea, reminds me of the old Sonic Rider games, so that was some nice nostalgia. GLHF
This game seems to have so much potential! If I may suggest you a feature about the feeling: more we are close of the max speed, more we can loose control (to turn is harder, and the bumps are so violents that they can possibly eject us). So more we learn how to hoverskate, more it will be rewarding :)
Awesome work, it looks really amazing! If I were to think of a neat idea, could you imagine an upgrade that allowed you to hover on walls, kind of like wall running or something, just throwing it out there? Keep up the good work, you guys are doing great!
You should increase the pitch of the engine sound the closer to the ground the hoverboard is, it gives the player a better sense of the ground bumpiness and generally makes the craft feel more real. (I've made a couple hovercraft games and have a bit of experience on the subject)
Greetings from Brazil. Really enjoying this game of yours, it looks amazing. A reference that's reminds me playing games like that in my childhood is SSX World Tour. I know that is not hoverboards but the mechanics and movements is alike either hoverboards or snowboards, they are quite sliding and have a beautiful instability and i think you could use this reference (if you haven't used it yet).
I remember watching a video by Ross from Accursed Farms talking about how there's not enough good modern hoverboard games out there, I'm glad to you guys are making one now with great looking gameplay and style. Keep up the good work!
I agree that the hoverboard is definitely the most important thing in the game and deserves the most love and attention but you didn't talk about it that much as an avid SSX and skateboard game player I find this project very interesting and would absolutely love to help in testing
Some feedback I could give is that some of the structures could use some more texture on them. Personally the plain grey on the structures could use a little more detail. Also to show a sky view of the map, in a tiled map style with a press of a button, to show the player where they are in the game in a better way. Much love to the team can’t wait for the next update on the progress of the game.
Something to consider later down the line could be some mini-games to add a little variety to the gameplay experience. Time-trials and Trick challenges are the first that come to mind and could serve as a way to incentivise players to visit different areas of the map. Game looks great so far though, keep it up!
EDIT: I got so caught up in everything down below I forgot to also mention that everything else looks pretty frickin awesome so far. Really liking how the movement is looking. :) I'm sure you've got a better explanation planned out and you're just keeping it under wraps for later, (I mean, it DOES literally concern the ENDING of the game)-but I don't really get why a character's throwaway reaction (to herself) after reading text from a terminal should determine the end of the game? Seems a little odd. I really enjoy story choices in games, don't get me wrong, I'm currently playing through Disco Elysium... but, I find it pretty tacky when it's just in there for the sake of it, not contributing to a message or... just kinda not doing much with it. Like in Horizon, which has these choice moments that do nothing to affect the story and are generally very simplistic and binary. Do you want _heart_ option or _brain_ option or _ASSHOLE_ option--it's super vapid and weird. or random good/bad endings to games where a single ending would've communicated the intended message much better. Or "morality" systems in games where you pick obviously mean dialogue or saintly dialogue to shift a dial one way or the other giving you different coloured powers.
This is a really cool project. One feature I think would be really fun would be to be able to step off of your board, then home it back to you, you could even jump off a height and save yourself from fall damage if you board can return to you in time. Anyway, looks like loads of fun!
there could be a mechanic of doing a frontflip that slows you down about half your speed whenever you ram into obstacles that aren't very high, so that running into a small rock or something doesn't cancel your momentum completely and rip you out of the flow
You should add back the "Storm Chasing" by only appear on the storm area, players would have to get inside and hover as fast as possible to get into the center. Once entering the area, a storm appears that chases players. The reward in the middle will be very rewarding. Once getting a very rewarding chest in the center, achievement acquired called "Storm Chaser".
It's lovely to see your progress from the last dev log!!! The music sounds amazing, and seems to really fit the theme and playstyle of the game, but I hope you guys don't pack it _full_ of music. Personal opinion, so don't take it too seriously, but I've always found that games that blast music, even really good music, get a little repetitive or overwhelming. It works for chase sequences and when in the midst of battle or parkouring, but for travel across the plains or just standing still to check your map/bearings/menu, it can feel a little jarring or dissonant. That aside, it feels like it will really fit for the game, and seeing the robots come to life from fairly simple composite shapes to fleshed out and textured sentries is absolutely amazing! They look like a considerable threat now, and the stationary sentry looks especially problematic to deal with. As for the change in mechanics and the play cycle, the shift away from managing your base and crew makes sense and I think will work in favor of you and the game's progression! Maybe you could keep elements of them, or the character ideas at least, if you're attached to them and instead repurpose them into optional quest npcs who you can get board/base/player upgrades unique to them, like a rocket jump (increased jump height or jump ability without a ramp) from an engineer or a cooldown timed holographic shield. idk, it'd encourage players to explore and see the world more if they had the motivation, especially if there were areas in previous levels (maybe not story necessary areas, but areas all the same) only accessible through these upgrades. Final thing: rail grinding! :DDD Yes! The biggest question is to what extent can you rail grind? Can you teeter on ledges, or partially grind on rails fixed to walls? Just thinking that it might be a way to make levels more challenging/engaging if players had both the obvious, "go up the ramp filled with robots ready to kill you" path but also technically challenging "ladders" up that are, technically speaking, quicker but significantly harder to pull off. That way, for players coming back to older levels, they have faster, newer, and less tedious ways up (I say less tedious solely because if, for one reason or another, a player needs to go back through older levels, and multiple of them, there can be a sort of tedium from doing fetch quests in places you've already been to). I say all of this, but you guys are the game designers, and have significantly more experience than I do in every aspect of the game making process. Either way, thanks for the update, it looks fantastic so far, and I'd love to try it out at some point!
@@dreamteckstudio Thanks for replying!!! The jukebox mechanic sounds like it could be really interesting, and I'm looking forward to how that pans out, along with everything else! Also, thank you for considering replaybility and alternate routes! Idk why, but with the movement abilities and numerous ways players can move about the stage, I've got a feeling there'll be a decent speed running community and maybe challenge runs surrounding Over Rider, any% and pacifist runs particularly.
I know it sounds dumb but the fact that you can walk in skate 3 makes it so much better, you could do the same, but why? Cause as much as players love going fast, slowing down and appreciating terrain is also interesting
This game seems to be taking such a nice path, good job! One thing i'd add tho is more momentum on the falling of the character, to amplify the feeling of "speed".
I HAVE AN IDEA: Each part of the world has areas, mountain, jungle, desert, snow and forest aswell as fields that connect them. Each has a main structure, in the middle with contains relics you can collect, for example a castle in the forest. These relics can be put on the hoverboard to give it unique abilities. These places contain NPC humans that live there and in villages around. Sieges may happen where the robots attack the places, and you can save them! The game will have a reason to explore and attack enemies now
i was big fan of Ariblade on Play station2, so knowing that you guys making a howerboard game, makes me really happy to play it. I don't want early access, or keys, I will for sure Buy a game and support your team work ♥ good luck and cant wait to start hovering over the world ♥
This was so so funny that I almost peed on myself, I really want to try this out so I can do a review of it on my blog I love love love this look, and THE SOUNDTRACK!!!! 😩😩😭❤️
This game looks fun, but I think that you need to put the storm back in the game. Not with the same purpose. But like in some levels there is a place with a storm that moves and you can’t go inside it to collect to loot that lays there until it has moved to another location.
Hey guys, game looks amazing and each devlog is awesome to see where the focusses of each type of content are. I was just thinking it would be cool to see some tricks looking at skateboarding for inspiration and some creativity however I know this isn't a game about doing tricks nor skating. Just thought it might spark some creativity :) Ollie Backside 180, Pop shove-it, 360 shove-it, No comply style tricks
I guess if the team wants they could add different biomes on the map like snow,jungle, or desert. The biomes could give the player special buff like movement speed, or a debuff like slower movement depending on the area.
It looks amazing, what I'd like tho, taking from a game I have massive issues with, actually incentivizing exploration would be amazing. Like getting rare items, cosmetics, skins, boards, or tricks from places/bosses in places would actually incentivize going to those places. A leaderboard of the most stacked players would also incentivize a competitive aspect in the community. One way to implement this is what warframe did with their race feature. There are 22 randomly generated races on venus, and there's a leaderboard for each one, you get a higher score for landing more tricks and having more time on the clock when you finish. Another way to do this is to have areas of the planets or the planets in general being multiplayer, I know implementing that's a pain in the ass, but being able to show off rare skins you got from a boss on the final planets that has a 0.1% drop rate is really where games shine, look at CSGO, Warframe, Call Of Duty, when someone has a better skin in incentivizes playing the game more. I don't know, that's just what I think, so far though it looks amazing.
I hope there will be some synthwave/retrowave music... please... Alexander... I think it will fit game perfectly: dynamic bass, catchy and bright melodies, simple but effective drums! Also, there are wery small amount of games with music of this genre.
MA! GET THE CAMERA! MY VOICE IS IN THE VIDEO!
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@@mongus2104dis ma xia xia cawr
@@xaviersquad2602 lao gan ma
Looks incredible. Glad so many unique indies are getting released nowadays. Keep the passion going!!!
been waiting for the next devlog for what seems like forever. really excited to see the progress you guys have made!
I actually really like the new direction you guys are choosing. Kinda fits the open world and fast movement better? Keep up the great work, can’t wait to see more!
Love that you did a whole part on the soundtrack, an amazing soundtrack can make an entire game a different experience!
I remember seeing the first devlog a really long while ago, and seeing how far the project has come is amazing!
+1 subscriber
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This looks sooo cool ! And I really like the OST at 5:24. Keep up the good work ! Can't wait for the game to release !! 🔥🔥
I don't know how much will be sliding on rails part of this game, but as someone who skates seeing only boardslides makes me feel empty. Maybe there could be a little bit of variety in grinds/slides. It is just something that came into my mind :) Game looks great
There is still a lot of content missing but keep in mind that OVERRIDER aims to be an adventure more than a sports game. We aren't putting emphasis on trick variety and combos.
@@dreamteckstudio I know, just wanted to let you know, I wouldn't like combos just variety :) I like adventures more than sport games anyway. Just exploring on hoverboard and it's nice movement is enough. Thank you for responding
Awesome work. I love to see what other indie devs are working on and what struggles you've worked through. Looks like a fun game. I'll definitely check it out.
This is really cool!!! The concept art makes me really excited about the future of this game!! Keep up the good work!
This looks great.
We’re entering the era of cozy, relaxing games which makes you feel good. It looks like this game is gonna fit perfectly into that.
Loving the progress, especially the sfx and soundtrack development! Also very cool to see the progress from player feedback from the demo sessions! Keep up all the amazing work everyone!
Amazing guys! It's really cool to see such a passionate and also competent group of developers! Really wish you all the best
You can add a feature on Equipping and unequipping the helmet. If player unequipped the helmet due to appearance then they face excess damage so that the player understand the seriousness of the helmet😃
Hahaha, I love it!
Seeing this video makes me excited for how this game can feel when playing it. Pulling off sweet tricks while dashing past enemies, all of which to a banger of a soundtrack. These snippets of the game look as though people could have a blast with this game.
Good luck to this small team to create an ambitious project of passion.
Wow, exciting project! Also love the storytelling style, this game is gonna go far
This looks awesome, love the decision to focus on the movement and the level design
Looking forward to more
wow congratulations for the great team
This game sounds insane! Can’t wait to play it! Your great at building games.
Interesting Ideas:
-The sound of the hoverboard slightly changes on the texture under it.
-Drifting at a certain angle blows dust into the air. Which could be a useful tool for Pro-players or players who wish the play the game multiple times. What the dust cloud is for idk, maybe short-circuit enemies.
-Hacking could possibly be a minigame? maybe you have to fight some enemy called encryption in said minigame. Could be related to Lore, idk.
-There could be a pro mode when starting the game. Like you have normal, what you have shown as usual, and then pro-mode, where the hoverboard has all the upgrades by default, but the strength of each upgrade varies depending on the resources spent on it. For example: In normal mode, you spend resources in to unlock things like boosters and grappling hooks, while in pro-mode, you already have all that, but at a very basic power. You use the resources to make the boosters faster, or the grappling hook faster/longer. So although pro-mode has all the upgrades by default, their staring power is much lower than normal mode. And the hoverboard has a limited about of upgrades it can do. So pro players must upgrade based on their play style.
-Hoverboard Skins? Like You can craft skins in game. wont use valuable resources. But if the player crafts all the skins, they get an achievement.
-The pause menu should have some kind of menu option to time gameplay. The time tab has multiple options, ranging from timing game clear, to unlocking upgrades. I see this game with speedrunning potential. Give a option to time certain things means you might have multiple speedrunning categories rather than game clear.
-maybe a Back to the future eater egg?
Sometimes you find a name that just feels perfect for your prjoect. I think Over Rider is one of those names
It was a very long and difficult search but this is indeed the perfect name.
Danny's angry despair face is great 😂
Loving the new art and excited to see the story choices in effect!
lmao. I can be an actor if you ask me :D
Loving the art style and movment will defenetly pick up on launch
looking forward to the enxt devlogs :D!
This looks so cool! I can't believe I am just now learning about you guys. As an aspiring game developer myself, its really nice to see that even a small group of people can do so much. I also really like that small studios are showing up more and more because unfortunately the big studios have started to become more about money than passion. Which is unfortunately due to them being run by business people who half the time could care less about their games and don't even play them and only care about the money it could make.
This looks so good now, its cool to see the art start to come together
I'm always excited to see another promising Indie Title. I'll keep my eye on this one
Very, very unique looking game. You caught my attention and slam dunked it! I definitely will be following your journey... I wish I could put together a good Devlog 😢😅.
This is the first devlog i see about this game and I'm loving it! Can't wait to see how this game will go.
looks fantastic!, I just have an idea, you could add a boost function for faster forward movement, and also a boost for upward push, so that your character can jump higher mid air
That "backfire" noise at 6:48 sounds super good. AAA quality.
I never heard of the game but just this video shows that the devs care and stay in touch with the fans.
PLEASE dont make the decision making by choosing one of two buttons. Please let me make decisions by interaction with the world via actual gameplay. Like having to save one of two people. Don't let me click button A or B. Let me decide by actually gliding to the person I want to safe/ help. Also I think time-based delivery mission would be a great fit. Or a Delivery mission with valuable items (a do not crash mission), the valuable could also be a person that just needs a ride.
That being said I love the direction the game is taking. Can't wait for the next Dev log
You guys seem to be heading in a great direction with OverRider, really hope to see this game go from a project with a lot of potential to a finished game which offers the best experience it could to the player.
If I were to give any suggestions, it would be to give a bit of focus to the combat, give the players some choices of playstyles and make some enemies favor specific playstyles when it comes to battling them. It would be interesting to see some sort of upgrade/sidegrade that makes the HoverRider be able to jump really high and make a small explosion under their hoverboard at will
so cool to see how far the project has come! love these vids
Since it is a now free roam game, maybe the option to get off the board and have it fold up into a case or into a messenger bag so it can be carried, thrown like a boomerang (as a weapon), recalled over to you, etc. Carrying it would open the door to allow you to maybe climb through some of the environment on foot, climb ladders to reach rooftops for epic drop ins, and enter buildings or shops where you could put your board on the counter and upgrade it/customize it (like a skate shop). This would give the game a much more immersive experience. Also some character interaction! There's gotta be memorable characters, maybe the skate shop worker can be a friend who's also trying to survive in this world (could also be the one who runs you through the tutorial early in game!). Also, a bioluminescent dark, dense, jungle area would feel AWESOME to ride through, just saying! Excited to see what comes, this game looks fun to play.
if the mechanics are enjoyable enough, which seems to be your focus, then I'm sure there will be at least a few people interested in making cutsom/comunnity maps, so that's always a possible direction to go in for the game, or at least make the option available.
Overall neat idea, reminds me of the old Sonic Rider games, so that was some nice nostalgia.
GLHF
Sonic riders was my favorite gamecube game that I had.
This game seems to have so much potential!
If I may suggest you a feature about the feeling: more we are close of the max speed, more we can loose control (to turn is harder, and the bumps are so violents that they can possibly eject us). So more we learn how to hoverskate, more it will be rewarding :)
keep up the great work guys! this is great! love following your progress, cant wait to playtest it. 😁
Awesome work, it looks really amazing! If I were to think of a neat idea, could you imagine an upgrade that allowed you to hover on walls, kind of like wall running or something, just throwing it out there? Keep up the good work, you guys are doing great!
You should increase the pitch of the engine sound the closer to the ground the hoverboard is, it gives the player a better sense of the ground bumpiness and generally makes the craft feel more real. (I've made a couple hovercraft games and have a bit of experience on the subject)
Greetings from Brazil. Really enjoying this game of yours, it looks amazing. A reference that's reminds me playing games like that in my childhood is SSX World Tour. I know that is not hoverboards but the mechanics and movements is alike either hoverboards or snowboards, they are quite sliding and have a beautiful instability and i think you could use this reference (if you haven't used it yet).
Sempre tem um br
I remember watching a video by Ross from Accursed Farms talking about how there's not enough good modern hoverboard games out there, I'm glad to you guys are making one now with great looking gameplay and style. Keep up the good work!
We watched that episode too and was like "oh, that's so cool that somebody's actually interested in that game"
YO! Great job to the team so far, can't wait to see how OVERRIDER progresses. KEEP IT UP ✌
I remember seeing the old video on this. So awesome to see you guys continue on this!
I agree that the hoverboard is definitely the most important thing in the game and deserves the most love and attention but you didn't talk about it that much as an avid SSX and skateboard game player I find this project very interesting and would absolutely love to help in testing
3:16 glad you are using titanfall 2 as a reference for a movement game. that will work out
Ей .. най - на края намерих Българин dev UA-cam - ер .. браво само на пред и на горе !
From someone who is just beginning on my game development journey after getting together my game design document this is very commendable. Bravo 🎉
you can see how much potential this game has!
i'm absolutely loving it, keep it up ❤
Wow!!! This is amazing, continue making the world a better place true art!
Some feedback I could give is that some of the structures could use some more texture on them. Personally the plain grey on the structures could use a little more detail. Also to show a sky view of the map, in a tiled map style with a press of a button, to show the player where they are in the game in a better way. Much love to the team can’t wait for the next update on the progress of the game.
Something to consider later down the line could be some mini-games to add a little variety to the gameplay experience. Time-trials and Trick challenges are the first that come to mind and could serve as a way to incentivise players to visit different areas of the map. Game looks great so far though, keep it up!
Absolutely! That's something we are currently implementing in the procedural levels.
EDIT: I got so caught up in everything down below I forgot to also mention that everything else looks pretty frickin awesome so far. Really liking how the movement is looking. :)
I'm sure you've got a better explanation planned out and you're just keeping it under wraps for later, (I mean, it DOES literally concern the ENDING of the game)-but I don't really get why a character's throwaway reaction (to herself) after reading text from a terminal should determine the end of the game? Seems a little odd.
I really enjoy story choices in games, don't get me wrong, I'm currently playing through Disco Elysium... but, I find it pretty tacky when it's just in there for the sake of it, not contributing to a message or... just kinda not doing much with it. Like in Horizon, which has these choice moments that do nothing to affect the story and are generally very simplistic and binary. Do you want _heart_ option or _brain_ option or _ASSHOLE_ option--it's super vapid and weird. or random good/bad endings to games where a single ending would've communicated the intended message much better. Or "morality" systems in games where you pick obviously mean dialogue or saintly dialogue to shift a dial one way or the other giving you different coloured powers.
Reminds me of the hoverboard in unreal tournament (3?) which I was absolutely mind blown at when I played it as a kid.
This is a really cool project. One feature I think would be really fun would be to be able to step off of your board, then home it back to you, you could even jump off a height and save yourself from fall damage if you board can return to you in time. Anyway, looks like loads of fun!
You've just earned another subscriber 🤩❤️
Keep going!
Incredible work guys keep it up, art direction is amazing
This looks like it’s just plain fun to play. Can’t wait to try it!
I love the new direction for the gameplay and love the music so far
there could be a mechanic of doing a frontflip that slows you down about half your speed whenever you ram into obstacles that aren't very high, so that running into a small rock or something doesn't cancel your momentum completely and rip you out of the flow
I wasn't crazy about the recruitment system, so this is now sounding more up my alley
6:35 the guitar like sound took my mind back to Jak X: Combat Racing
Super glad to see the reworked systems to make sure it fits the core pillars. Bloat definitely makes you spiral!
This looks incredible. Keep up the good work!
i know the game is about the hoverboard but it would be cool if you can switch from the hoverboard and walking/sprinting.
You should add back the "Storm Chasing" by only appear on the storm area, players would have to get inside and hover as fast as possible to get into the center. Once entering the area, a storm appears that chases players. The reward in the middle will be very rewarding. Once getting a very rewarding chest in the center, achievement acquired called "Storm Chaser".
More grinds! More grab tricks! Looks cool tho can't wait to see more
Nice! Looks amazing.
Also, 7:25 lol
Thought nobody would notice!
It's lovely to see your progress from the last dev log!!! The music sounds amazing, and seems to really fit the theme and playstyle of the game, but I hope you guys don't pack it _full_ of music. Personal opinion, so don't take it too seriously, but I've always found that games that blast music, even really good music, get a little repetitive or overwhelming. It works for chase sequences and when in the midst of battle or parkouring, but for travel across the plains or just standing still to check your map/bearings/menu, it can feel a little jarring or dissonant. That aside, it feels like it will really fit for the game, and seeing the robots come to life from fairly simple composite shapes to fleshed out and textured sentries is absolutely amazing! They look like a considerable threat now, and the stationary sentry looks especially problematic to deal with.
As for the change in mechanics and the play cycle, the shift away from managing your base and crew makes sense and I think will work in favor of you and the game's progression! Maybe you could keep elements of them, or the character ideas at least, if you're attached to them and instead repurpose them into optional quest npcs who you can get board/base/player upgrades unique to them, like a rocket jump (increased jump height or jump ability without a ramp) from an engineer or a cooldown timed holographic shield. idk, it'd encourage players to explore and see the world more if they had the motivation, especially if there were areas in previous levels (maybe not story necessary areas, but areas all the same) only accessible through these upgrades.
Final thing: rail grinding! :DDD Yes! The biggest question is to what extent can you rail grind? Can you teeter on ledges, or partially grind on rails fixed to walls? Just thinking that it might be a way to make levels more challenging/engaging if players had both the obvious, "go up the ramp filled with robots ready to kill you" path but also technically challenging "ladders" up that are, technically speaking, quicker but significantly harder to pull off. That way, for players coming back to older levels, they have faster, newer, and less tedious ways up (I say less tedious solely because if, for one reason or another, a player needs to go back through older levels, and multiple of them, there can be a sort of tedium from doing fetch quests in places you've already been to). I say all of this, but you guys are the game designers, and have significantly more experience than I do in every aspect of the game making process.
Either way, thanks for the update, it looks fantastic so far, and I'd love to try it out at some point!
Hey, thanks so much
@@dreamteckstudio Thanks for replying!!! The jukebox mechanic sounds like it could be really interesting, and I'm looking forward to how that pans out, along with everything else! Also, thank you for considering replaybility and alternate routes!
Idk why, but with the movement abilities and numerous ways players can move about the stage, I've got a feeling there'll be a decent speed running community and maybe challenge runs surrounding Over Rider, any% and pacifist runs particularly.
How do you have less than 10000. A channel of this quality should have a million subs
I know it sounds dumb but the fact that you can walk in skate 3 makes it so much better, you could do the same, but why? Cause as much as players love going fast, slowing down and appreciating terrain is also interesting
This game seems to be taking such a nice path, good job! One thing i'd add tho is more momentum on the falling of the character, to amplify the feeling of "speed".
I HAVE AN IDEA:
Each part of the world has areas, mountain, jungle, desert, snow and forest aswell as fields that connect them. Each has a main structure, in the middle with contains relics you can collect, for example a castle in the forest. These relics can be put on the hoverboard to give it unique abilities. These places contain NPC humans that live there and in villages around. Sieges may happen where the robots attack the places, and you can save them!
The game will have a reason to explore and attack enemies now
Dreams made reality!
The artstyle and hoverboard are really giving me Jak 2 vibes and im all for it!
i was big fan of Ariblade on Play station2, so knowing that you guys making a howerboard game, makes me really happy to play it. I don't want early access, or keys, I will for sure Buy a game and support your team work ♥ good luck and cant wait to start hovering over the world ♥
I can't wait to play this, keep it up!
Glad to see Blender used more in the industry as a usable software and not vice versa
This is amazing! cant wait to see it done!
This was so so funny that I almost peed on myself, I really want to try this out so I can do a review of it on my blog I love love love this look, and THE SOUNDTRACK!!!! 😩😩😭❤️
This game looks fun, but I think that you need to put the storm back in the game. Not with the same purpose. But like in some levels there is a place with a storm that moves and you can’t go inside it to collect to loot that lays there until it has moved to another location.
Hey The Game Looks awesome and by the Story that we heard so far i think its going to be an awesome game. Keep it up.
Really cool project! Also great presentation 👏
a very nice effect would be the wind generated from the propellers. (grass should be blown and little/light objects should be projected)
i have a suggestion, the music should get more intense the faster you are going and less intense when you are going slowly
A competitive online racing mode would go crazy
When his video about Trickstyle went live we got quite excited!
you could still add in your rushed feature by some specific levels or areas that the storm chases you
Hey guys, game looks amazing and each devlog is awesome to see where the focusses of each type of content are. I was just thinking it would be cool to see some tricks looking at skateboarding for inspiration and some creativity however I know this isn't a game about doing tricks nor skating. Just thought it might spark some creativity :)
Ollie Backside 180, Pop shove-it, 360 shove-it, No comply style tricks
The hoverboard looks awesome! It seems like a modern version of SSX tricky, in the best way
Great Devlog! I'm a big fan of Dreamteck Splines. It's a great tool :)
Looks pretty Awesome, looking forward to some nice Story-npc to fall in love with and of course some kill atacks with the board for nice fights :>
Reminds me alot of Rollerdrome. Love that game
I guess if the team wants they could add different biomes on the map like snow,jungle, or desert. The biomes could give the player special buff like movement speed, or a debuff like slower movement depending on the area.
This looks so cool! Very inspiring
It looks amazing, what I'd like tho, taking from a game I have massive issues with, actually incentivizing exploration would be amazing. Like getting rare items, cosmetics, skins, boards, or tricks from places/bosses in places would actually incentivize going to those places. A leaderboard of the most stacked players would also incentivize a competitive aspect in the community. One way to implement this is what warframe did with their race feature. There are 22 randomly generated races on venus, and there's a leaderboard for each one, you get a higher score for landing more tricks and having more time on the clock when you finish. Another way to do this is to have areas of the planets or the planets in general being multiplayer, I know implementing that's a pain in the ass, but being able to show off rare skins you got from a boss on the final planets that has a 0.1% drop rate is really where games shine, look at CSGO, Warframe, Call Of Duty, when someone has a better skin in incentivizes playing the game more.
I don't know, that's just what I think, so far though it looks amazing.
So much potential. Keep it going!
I hope there will be some synthwave/retrowave music... please... Alexander... I think it will fit game perfectly: dynamic bass, catchy and bright melodies, simple but effective drums!
Also, there are wery small amount of games with music of this genre.
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main base looks like it should fly i love it
I'm getting strong Sonic vibes from this gameplay. Looks cool!