-
Kickstarter Delayed - Play the demo today!
Hey!
We decided to take an extra week to tighten the screws on our Kickstarter page so we can really stick the landing for you guys when we launch on November 21st.
SO! We decided to give you guys the demo a week earlier!
Have a blast, knock yourself out and more than anything...
Spread this shit like it is a disease!
Cheers folks and thanks again for your patience!
www.crea-turestudios.com
https://youtu.be/GGwpXozmtB4
-
FLuckin Mod
AAAAYYYYYYYYYYYYYYYYY
WE ON MOTHER FLUCKERS
AAYYYYYYYYYYYYYYY
bless you beautiful sommammammamm bishes ha!
-
Minglin'
Hell yeah, downloading and checking out the build, super stoked and I will continue to show and tell everyone I know
-
FLuckin Mod
cavman graphics at 1200x720 and im above 60 fps on my lenovo z70 i7.
also 180 to grinds are hilariously bringing back so many thrasher skate an destroy memories.
we lit!
-
Rollin' Gonzo
-
Halcyon
Dear Crea-ture Studios, you fucking rock!!
once I saw the demo was released, my motivation for getting my video review out went down.... HOWEVER that doesnt mean I dont plan to do one, just why not use demo footage now too (postponed haha, whatever right)... anyways, I have lots of thoughts but everything is feeling AWESOME!!! Not AMAZING but AWESOME, super fun but could of course use some work (granted it is just a early build alpha thing at the moment)
here are some of my meaningless thoughts with the alpha/demo.. they mean NOTHING, and Im aware the game isnt in a polished state (and believe me this is just shit off the top of my head Im sure Im missing tons of things I wanted to mention, too much to discuss here its funny)
-
1. I just want you guys to know.... everyone here at fluckit who has been paying attention knows where you guys came from and how far it has come. The fact that you went from a single path to free roam, bravo! You will get a lot of comments from people who dont know that and even more they are going to compare your game to Skate. "Well skate has this and does it this way which worked fine".... fuck them!! but at the same time thats the demographic hahahaha
2. I will mention things that will seem like a no brainer, dont mind that... just want to give as good as feedback as possible and I do take into account this is a early build with no motion capture animations and blah blah
3. Overall Control Feel - honestly, Im loving the controls in a grand scope of things. Everything flicks nicely, the timing on the scoops is fine and not too delayed feeling, turning is ok, feeling good overall the 2 feet setup is amazing
4. Pushing - the spam to push faster is great, but the first couple pushes should be more powerful (I did find a way to be able to push fast almost as soon as you throw your board down)
5. Spinning - feels stiff still, but understandable. The velocity is nice, the softer you have the triggers held the slower you spin
6. Grinds - while most work fine and look good even right now, they work as buttons and less like body position and weight. I think most of us expected it to be like, Ollie, Turn into a boardslide and your boardsliding. Or turn slightly into a smith, touch the back foot down to establish a weight foot, then let go really quickly to drop the nose... or something like that, but instead its more like use the analogs as buttons which causes THPS looking grind locks.... even though your guy does slightly turn into say a noseslide before you touch the ledge, it still looks like you snap into anything you want. Good example is to do a 270 to a boardslide that snaps you the opposite way, it looks like Thrasher or THPS at this point (and feels like it to, grinding that is).... I feel like I have to use the triggers some to make say a lipslide look decent
7. Tailslides - some people will think tailslides and bluntslides should be switched, but to me it makes sense because thats the direction your bringing your back foot (which is what the right analog controls, back foot)... I like it
8. Grinding Pressure - I can see on tailslides and such that you can slightly drop the nose if you let go of left/right while grinding, wish this was something that could be done with smiths & crooks (and even more with tailslides)... but I think that also has to do with the grinds work as buttons thing, and not as the turn and use weight with the feet
9. Grinding Popout - it would be nice to be able to decide which side of the rail we want to pop out of... Overcrook PopOut, OHHWEE!
10. Grind to Flipout - it seems like you have to reset to flipout of some grinds, would be nice to just pop out where your analogs are when you get on the grind. Say I want to noseslide nollieflip out I have to press "ollie, left on left analog (bs noseslide) then instead of just flipping out of that position I have to let go then reset into the normal nollie flip position. Just more finger movements when I feel like Im already there with pressure down
11. Grind Tail Touch/Turning Sensitivity - I love 5-0s where the tail doesnt touch, then sometimes I dig when they do, the option is key, more variation between analog pressure all the way down compared to like a manual pressure (manny pressure is no tail touch, full pressure it tail all the way down on the ledge). Then Sensitivity, say going from a 5-0 to a salad in the same grind, it works now but is rather slow for even longer rails, quicker sensitivity would be cool
12. Crook to Noseslide - is this even going to be possible, and even better question is the opposite going to be possible... like "double grinds"?, something a lot will be curious about
13. too much to talk about when it comes to grinds, the grind snap lock look, grind controls... I feel thats your toughest part right now
14. Manuals - I love how mannys feel like a finesse thing just like in real life. Its going to be frustrating to get those heavy tech mannys with spins and spins out, and it should be that way... Just need to get some proper manny reverts working and mannys up then down ramps (which Im sure most of these things Im mentioning are being talked about and possibly worked on)
15. Height of Ollies and Tricks - depends on how long you crouch for right? well sometimes it doesnt look very realistic to crouch for that long, a mix of crouch and flick hardness/speed would be great
16. Fliptricks - pretty proper as is, feels great but I do have 1 suggestion... more a dream cause Im not sure how to manipulate mocap stuff this way... but, right now you press left and it does a kickflip, you press left-ish up it kickflips, and if you press left-ish down it kickflips all at the same level (even level, no rocket flip or ninja flip)... now how cool would it be if you flick more left-ish up it does a Pimp Out Ninja Flip, or if you flick more left-ish down it does a rocket kickflip, and of course the flick left flat in the middle is a perfect level kickflip (now apply that to all fliptricks, hahahaha, some of the coolest looking treflips and things could happen)
17. Feet Set-Up Animation - this would be cool just for the sake of video making, which is going to be HUGE with this game if you allow some good recording options to go along with it. I know his feet kind of setup now, but more exagerated and sometimes does that wiggle... oh man I would lose it haha
18. Missing Tricks - WHY on earth are skate games continuing to miss Impossibles? Surely we could find a control that works for it... shame, also double flips and hippy jumps... at all possible?
19. again this is things that came up the last few days, I have tons and tons of other thoughts but cant write it all down forever... Im sure I missed many things I wanted to talk about, and again its all just my personal opinions here....
-
The game is SO FUN to play, has INSANE Potential!!!! the game is rad even in this state
CHEERS SO MUCH, thanks for being so cool to Fluckit and everyone really
Last edited by emericaridr11; 11-09-2017 at 12:50 AM.
-
Fluckit Master
-
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules