Hi! Seems like a great idea! Looks pleasant, playable. Great prototype, but I feel like you’d need to add much more content to make this interesting. And there are some clipping issues with ball and flippers (which in such a game is a no go xD so you should tweek the collisions with flippers for more precision or just go for a raycasts to make sure I would never clip through them).
Anyway, here’s my playtest and some more feedback:
Hello ! Thank you a lot for playing our game ! You linked the wrong video but I found the good one on your channel.
We agree we have balancing to do to improve the pinball side of the game. The goal of the demo was really to test the core concept of mixing shooter and pinball before going further. We clearly need to improve the design and find a more engaging goal than just scoring.
The collision of the flipper aren't precise enough, that's why you feel you pass through it. We will fix this.
Thank you for the video, it helps us a lot to see how people react in live to the game !
Looks like a fun concept. Sadly, I couldn't play much. Game always crashed after a minute or so. Error was
LowLevelFatalError [File:...\D3D12Util.cpp] [Line: 873] CurrentQueue.Fence.D3DFence->GetCompletedValue() failed at ...\D3D12Submission.cpp:939 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
We are sad to hear that. We will do our best to solve the issue !
You’re the first reporting a crash about D3D12. So, this error may come from your gpu drivers, are you up to date ?
If that’s the case, what gpu are you using ?
Did the game run at 60+ fps before crash ?
I have a GTX 1080. My driver was 560.94. Windows Device Manager / Update considered this to be up to date. But I downloaded the newest driver directly from Nvidia and did a clean install (wiping possible custom settings from before). Now I have version 566.36 installed. The problem with the game persists.
I used Windows Game Bar to monitor my FPS. I had an average of 119 FPS, that's also what I had shortly before the crash. The min. and max. peaks were 90 FPS and 149 FPS -- but they did not seem to be related to the crash. Btw: VSYNC or at least a frame-limit would be nice to prevent wasting resources. My screen only has 60 Hz.
Thank you for looking deeper into it. Switching to Dx11 seemed to solve that problem. But now I get pretty much the same behavior just with another error message:
LowLevelFatalError [File:...\D3D11Util.cpp] [Line: 184] Unreal Engine is exiting due to D3D device being lost. D3D device was not available to determine DXGI cause.
I just wanted to let you know. You don't have to look into it for my sake. I might check out the game a few months in the future again. Glad to hear that vsync was already planned :)
Le concept est plutôt solide, et le jeu suit bien ! :) C'est assez satisfaisant de faire du air-control avec l'arme, et il y a de plutôt bons feedback visuels et sonores. Le level-design est aussi très cool, avec de la variété et des obstacles intéressants. J'ai préféré jouer avec des armes à fréquence rapide et tir précis. Un trop long délai donne autrement l'impression que le tir est quasi secondaire.
Le jeu n'est par contre pas toujours lisible. Particulièrement au niveau des ennemis, que j'ai eu du mal à distinguer du décor. L'UI est aussi assez "brute de décoffrage", avec essentiellement du texte, dur à comprendre sans avoir fait plusieurs run. (et je suis pas non plus très fan de désigner une des options par "noob") J'ai eu du mal à cerner quand j'allait avoir un prochain power-up, à quoi ils correspondent, si ça concerne l'attaque ou le pouvoir spécial, leurs qualité et défaut... Y a peu d'on-boarding, et de symboles ou couleurs distinctives. Egalement pas toujours clair quand je vais assez vite pour éliminer les ennemis, et quand je prends un dégât. Je trouve d'ailleurs dommage que le power-up comme le game-over met subitement le jeu en pause sans animation.
Ca reste une réalisation vraiment top ! Y a clairement du potentiel pour itérer et faire progresser l'idée. :) Et niveau DA c'est un super boulot.
On est d’accord pour la lisibilité et l’onboarding c’est des choses qu’on n’a pas assez travaillées sur ce prototype. On a peu d’animations volontairement, on s’est dit que c’était des bonus appréciables mais pas forcément essentiels pour tester l’idée dans un premier temps.
Content que le jeu t’ait plu, ce genre de message ça motive beaucoup pour la suite :) On note toutes tes remarques, ça nous aidera pour les itérations sur ce jeu et les prochains que nous publierons.
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Hi! Seems like a great idea! Looks pleasant, playable. Great prototype, but I feel like you’d need to add much more content to make this interesting. And there are some clipping issues with ball and flippers (which in such a game is a no go xD so you should tweek the collisions with flippers for more precision or just go for a raycasts to make sure I would never clip through them). Anyway, here’s my playtest and some more feedback:
Hello !
Thank you a lot for playing our game !
You linked the wrong video but I found the good one on your channel.
We agree we have balancing to do to improve the pinball side of the game. The goal of the demo was really to test the core concept of mixing shooter and pinball before going further. We clearly need to improve the design and find a more engaging goal than just scoring.
The collision of the flipper aren't precise enough, that's why you feel you pass through it. We will fix this.
Thank you for the video, it helps us a lot to see how people react in live to the game !
Looks like a fun concept. Sadly, I couldn't play much. Game always crashed after a minute or so. Error was
LowLevelFatalError [File:...\D3D12Util.cpp] [Line: 873]
CurrentQueue.Fence.D3DFence->GetCompletedValue() failed
at ...\D3D12Submission.cpp:939
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
We are sad to hear that. We will do our best to solve the issue !
You’re the first reporting a crash about D3D12. So, this error may come from your gpu drivers, are you up to date ? If that’s the case, what gpu are you using ? Did the game run at 60+ fps before crash ?
Thank you for the fast reply.
I have a GTX 1080. My driver was 560.94. Windows Device Manager / Update considered this to be up to date. But I downloaded the newest driver directly from Nvidia and did a clean install (wiping possible custom settings from before). Now I have version 566.36 installed. The problem with the game persists.
I used Windows Game Bar to monitor my FPS. I had an average of 119 FPS, that's also what I had shortly before the crash. The min. and max. peaks were 90 FPS and 149 FPS -- but they did not seem to be related to the crash.
Btw: VSYNC or at least a frame-limit would be nice to prevent wasting resources. My screen only has 60 Hz.
After a lot of research online, I didn’t find a fix for that. It seems the error come from Unreal Engine 5 backend and not from the game itself.
You can force the game to run using DirectX11 backend instead of DirectX12:
I hope it will work ! Tell me if that’s not the case.
An update is coming to address some bugs and add video settings, VSync will be included.
Thank you for looking deeper into it. Switching to Dx11 seemed to solve that problem. But now I get pretty much the same behavior just with another error message:
LowLevelFatalError [File:...\D3D11Util.cpp] [Line: 184]
Unreal Engine is exiting due to D3D device being lost. D3D device was not available to determine DXGI cause.
I just wanted to let you know. You don't have to look into it for my sake. I might check out the game a few months in the future again. Glad to hear that vsync was already planned :)
Le concept est plutôt solide, et le jeu suit bien ! :) C'est assez satisfaisant de faire du air-control avec l'arme, et il y a de plutôt bons feedback visuels et sonores. Le level-design est aussi très cool, avec de la variété et des obstacles intéressants. J'ai préféré jouer avec des armes à fréquence rapide et tir précis. Un trop long délai donne autrement l'impression que le tir est quasi secondaire.
Le jeu n'est par contre pas toujours lisible. Particulièrement au niveau des ennemis, que j'ai eu du mal à distinguer du décor. L'UI est aussi assez "brute de décoffrage", avec essentiellement du texte, dur à comprendre sans avoir fait plusieurs run. (et je suis pas non plus très fan de désigner une des options par "noob") J'ai eu du mal à cerner quand j'allait avoir un prochain power-up, à quoi ils correspondent, si ça concerne l'attaque ou le pouvoir spécial, leurs qualité et défaut... Y a peu d'on-boarding, et de symboles ou couleurs distinctives. Egalement pas toujours clair quand je vais assez vite pour éliminer les ennemis, et quand je prends un dégât. Je trouve d'ailleurs dommage que le power-up comme le game-over met subitement le jeu en pause sans animation.
Ca reste une réalisation vraiment top ! Y a clairement du potentiel pour itérer et faire progresser l'idée. :) Et niveau DA c'est un super boulot.
Merci pour ce feedback très complet ! :D
On est d’accord pour la lisibilité et l’onboarding c’est des choses qu’on n’a pas assez travaillées sur ce prototype. On a peu d’animations volontairement, on s’est dit que c’était des bonus appréciables mais pas forcément essentiels pour tester l’idée dans un premier temps.
Content que le jeu t’ait plu, ce genre de message ça motive beaucoup pour la suite :) On note toutes tes remarques, ça nous aidera pour les itérations sur ce jeu et les prochains que nous publierons.