Nirvana Pilot Yume Promo
par Dev9K
Nirvana Pilot Yume Promo
Tags pour Nirvana Pilot Yume Promo
Description
Un roman visuel d'aventure de course synth-wave fortement inspiré par les animés des années 80. Nirvana Pilot Yume est une histoire de rédemption : regagnez votre place parmi les meilleurs pilotes d'Alba Proxima et retrouvez l'amour perdu ! Maîtrisez la vitesse incroyable de l'Ultra-Engine sur une bande-son rétro rythmée, et faites des choix lors des événements scénaristiques entre chaque course.
Comment jouer
Contrôles roman visuel : Souris. Contrôles course : A : gauche. D : droite. S : frein. ESPACE : sauter
Commentaires
zordax
Sep. 04, 2017
Great game. Nice story (I got after one minute) and nice visuals. Only con : tooooooo short.
Thank you Zordax! This is just a preview of the game, which will be muuuch longer :) Stay tuned for news!
hercludes
Sep. 04, 2017
I'm going to put emphasis on critique as this isn't a complete product. Half of the game is spent loading. The ship controls are very slidy and the jumping is unresponsive after you have landed. You haven't shown any fun gameplay mechanics, the obstacles are all rectangles, and there's nothing visually interesting about the levels. I imagine since this is a visual novel, if you were to put emphasis on making the levels visually interesting then it might do better. Personally, if the environment were crafted from procedural raymarched signed distance fields, this would make me much more interested in this product. Good luck nonetheless.
Hi! Thanks a lot for your feedback, critiques are very useful for us to work on weak spots :) In terms of mechanics, we are working on moving obstacles, explosive track areas and flickering areas. What do you think about it? And what addition would you like to see? Regarding the jump, the idea is that you can't jump continuously, otherwise you could just jump-fly over holes. How would you improve that? Maybe an animation of the ship bouncing when landing? Thanks!
petesahooligan
Sep. 05, 2017
I would love to see more developmental attention put to the level and gameplay action. The racing activity is the core of the game. While I like the dialog, there's too much of it and it seems irrelevant to the gameplay. Tying these two together might improve this... perhaps the track design reflecting your dialog choices. More importantly, there should be more interactions with the racing portion of the game.
Hi, thank you for your comment! We plan to put more emphasis on the Nirvana Sinc mechanic: during the story events you'll have more choices that have an effect on it. This will impact straight on the races making them more difficult or less difficult. What do you think about it? Do you have other suggestions?
ded_banzai
Sep. 04, 2017
The start was great, but the laggy controls kill it all...
Hi! I'm sorry about the trouble with the controls. Can you please elaborate more on what was the issue and how you would propose to improve it? Thanks!
KaisarDragon
Oct. 24, 2017
If you are going for visual novel, you'll need to work on that writing. The exposition was sudden and jarring. This is ignoring grammar, sentence structure, etc. You dumped a lot of info in a little amount of time. What we didn't get was how our character was supposedly the best. From the journalist, all we saw is our failure and how we never properly trained. If it had been 10 years of inactivity after a fatal accident, why the hell would Yume want the character as an Eye? The gameplay I assume will be polished over time. If you want people to care about these races you'll need to work on that story. I know people are telling you gameplay is the key ingredient, but you only need to cinch that once. The linking story is what you are presenting. I want to know why I am racing.