Me playing games it's 80% of the time overanalyzing UI, UX and Game Controls, and the other 20% of the time losing because I can't get over the issues with it.
I played the demo and it's beautiful! I have some small early feedback:
1. Since the boost is not associated with the health, it would be nice to have a (diegetic) visible indicator that the boost is running out on the vehicle itself, instead of only in the UI.
2. Fun idea, maybe the spin attack could have a different animation when flying, instead of spinning horizontally it could spin like in a drilling motion.
3. Where's the mini-map? xD
Over the past decade, it has ben seen by the (non-Nintendo/non-indie) game industry that it is more risky trying to make a game that requires talent than simply dumping more and more content into games. It requires more talent to get it right to produce a great story and great gameplay. Whereas mindlessly adding more and more items, visual effects, sound effects, , things to distract you, quests, epic soundtrack, voice lines, maps, weapons etc simply equals more success. But now story and gameplay is getting more repetitive and consumers are tired of it.
My take on the "game as content" approach that started with CD-based consoles
1995: We doubled the budget for our next game, and our profits increased 100x!
2005: We doubled the budget for our next game, and our profits increased 50x!
2015: We doubled the budget for our next game, and our profits increased 2x!
2023: We doubled the budget for our next game, and our profits is half of the previous game!
@DarthPutinKGB@LulaOficial He's telling people not to assume Putin killed Navalny, but ask him about all the assassinations during the Brazilian dictatorship and he'll be 100% sure where to point his 9 fingers...
So, @JibbSmart@FlickStickVids how about using one of the triggers (L2 or R2) to analogically control the gyro sensitivity during gameplay? The more I press it, the more sensitive the gyro rotation gets? (also, not pressing means gyro off) Is this sth that anybody has thought of?
@JibbSmart Is there any way to evaluate hardware gyro technologies/implementations? Like if I buy a cheap controller with Gyro versus a Dual Sense or Joy-con. Or maybe some premium third-party brand might have even better Gyro tech.