Motordoom
 This topic has been pinned, so it's probably important
Hobo Cat  [developer] 6 May, 2023 @ 2:07am
Demo Feedback
Post your feedback here or join the Discord Server[discord.gg] to chat with me about the game.
Please give feedback about how you like the mechanics (driving, shooting, tricks), upgrades etc. and what you would like to see changed or added.

Remember this is a Demo. The game isn't finished yet and is missing some features
like meta progression for instance.

Thanks for playing, enjoy and don't forget to put Motördoom on your wishlist!

Chris
Hobo Cat Games
< >
Showing 1-15 of 26 comments
GrafOrlockVII 15 May, 2023 @ 7:14pm 
Hey. I just found out that this had a demo and tried a couple of runs. Very cool mash-up of Tony Hawk/Rollerdome/Vampire Survivors. There is a fascinating foundation for a good game here, and I'm excited for it. I just want to post a few quick feedback thoughts.

1.) The physics did throw me off a bit. There were times I got turned around suddenly without warning. Going up and down a half pipe seems to be where I found the most trouble with the physics staying consistent, as I would get surprisingly turned around, stuck on the lip/edges without warning, and so on. The air tricks feel a little sticky and perhaps have some input lag (I'm using a wired controller and wouldn't normally experience such lag). The one thing that consistently got me was tricking up a pipe of any kind. I tend to start inputting button inputs almost right after I take off, and that caused me to crash every time. I had to purposely delay myself to stop that from happening. I'm unsure if it's intended to be like that. The final bit of physics that seem wonky to me is reverts, and how I can only pull them off some of the time, sometimes wiggling my left stick and sometimes with the trigger. I think it has to do with if the bike is backwards or not, but I'm unsure.

2.) It took some getting used to shooting. I normally do not play shooters on controllers, and this game doesn't really give you aim assist at all. I thought having a character automatically shoot for you while you can focus on tricking and priority targets was brilliant. I'd like to see more characters accommodate different play styles like that. One with auto shoot, one that could focus on ramming, ones that could attack with certain tricks, etc. And then you could have powers that help that type of play style. So, with the autoshoot character, I could get powers that help me play more a support role to him shooting while I focus on tricks. Just some high level ideas.

3.) I noticed a bit of a graphical hiccup at times where I was grinding on the level long quarter pipe and the floor would disappear into blackness and dark blood decals. I also noticed enemies phasing and floating through level geometry.

Those are just some quick thoughts. I'm excited to see where this game goes and I will be following its development. Good luck!
Hobo Cat  [developer] 16 May, 2023 @ 4:20am 
Thank you very much for your valuable feedback, this is very helpful! Below are some answers/feedback to your points.

Originally posted by GrafOrlockVII:
1.) The physics did throw me off a bit. There were times I got turned around suddenly without warning. Going up and down a half pipe seems to be where I found the most trouble with the physics staying consistent, as I would get surprisingly turned around, stuck on the lip/edges without warning, and so on.
That might be the confusion with the auto revert i state below.

Originally posted by GrafOrlockVII:
The air tricks feel a little sticky and perhaps have some input lag (I'm using a wired controller and wouldn't normally experience such lag). The one thing that consistently got me was tricking up a pipe of any kind. I tend to start inputting button inputs almost right after I take off, and that caused me to crash every time. I had to purposely delay myself to stop that from happening. I'm unsure if it's intended to be like that.
There shouldn't be any input lag. The trick input is registered even before leaving the ground. So if you input any direction + the flip button and then release the jump button you should immediately perform the trick. Of course after a certain time the trick input is forgotten again.

Originally posted by GrafOrlockVII:
The final bit of physics that seem wonky to me is reverts, and how I can only pull them off some of the time, sometimes wiggling my left stick and sometimes with the trigger. I think it has to do with if the bike is backwards or not, but I'm unsure.
The revert happens automatically if you land backwards. Before i had the player be able to also ride backwards and do reverts manually but that threw people off quite a bit so i changed it to just revert whenever you land backwards.

Originally posted by GrafOrlockVII:
2.) It took some getting used to shooting. I normally do not play shooters on controllers, and this game doesn't really give you aim assist at all.
There is actually aim assist in the game. You can lower or heighten the amount of aim assist you want in the options menu. The higher it is set the less accurate you need to be when aiming at a target. So basically you will still hit the enemy even if you normally wouldn't. It's not indicated thought.
I added quite a few options in the options menu you maybe want to check out, there is an auto accelerate option, aim sensitivity options, auto choose upgrade options and so on.

Originally posted by GrafOrlockVII:
I thought having a character automatically shoot for you while you can focus on tricking and priority targets was brilliant. I'd like to see more characters accommodate different play styles like that. One with auto shoot, one that could focus on ramming, ones that could attack with certain tricks, etc. And then you could have powers that help that type of play style. So, with the autoshoot character, I could get powers that help me play more a support role to him shooting while I focus on tricks. Just some high level ideas.
Thank you very much, that is actually exactly what I'd like to go for. Having different characters with different play styles. There is for instance another character that doesn't have any weapons but deals more damage and attacks faster the higher the combo is.
If you have good ideas for other interesting characters please let me know on discord.

Originally posted by GrafOrlockVII:
3.) I noticed a bit of a graphical hiccup at times where I was grinding on the level long quarter pipe and the floor would disappear into blackness and dark blood decals. I also noticed enemies phasing and floating through level geometry.
Yes this is an issue with the camera that clips behind walls and then the environment gets occluded. I'm still working on improving the camera.

Thanks again for taking your time writing this extensive feedback and of course for trying out my indie game!

Chris
GrafOrlockVII 16 May, 2023 @ 8:08am 
Thanks for the explanation. I will certainly look in the settings and play around with the aim assist and other features to see if it helps me out.

The auto-reverting makes sense. Trying to translate what are traditionally skateboard mechanics into motorcycles won't make for the easiest transition, for sure. I suppose there will be a subset of people who will be trying to bring how they play Tony Hawk games into this, and then having to deal with some differences. Totally okay. Knowing that it's auto revert helps. My only real suggestions are: Make the auto revert known via tutorial to help situate the player, and/or make it an accessibility option to give some players the ability to have it as a manual technique only (apologies if that last part is already implemented, I promise to delve into the settings next time).

If the trick is registered and auto-preformed before leaving the ground, that might explain why I crash 100% of the time if I don't delay the inputs. I certainly tend to do it very quickly after initiating the jump in a quarter pipe, and my guess is that Tony Hawk games account for this and provide a grace period of some kind with either animation buffering or something else. This is your game, and you probably fully intend for people to not have such a grace. I'm just letting you know it's an experience someone can have so you can possibly account for it. I was more able to overcome the constant crashing in quarterpipes after forcing myself to delay trick inputs, so it's not an impossible obstacle.

My final note is the input lag, and I should have stressed that this was more of a feeling, rather than trying to say that your tricks have input lag. Part of it is likely the mini-delay I have to put in my own head to successfully trick in the air. I think part of it is also trying to pull off multiple tricks in the air (especially hitting flip and the same direction multiple times) and seeming like there's no real grace for that. I definitely don't mind a slower trick system, Rollerdrome pulled such a speed to their tricking system perfectly. It's just an adjustment, and I want to make sure you're aware of it so you can address it or balance it in your own way.

But, this is all coming out of the fact that I really enjoy the premise of your game. It mashes so many of my favorite games right now and is already presenting an enjoyable package. Again, best of luck on the development of your game.
Last edited by GrafOrlockVII; 16 May, 2023 @ 8:09am
Hobo Cat  [developer] 17 May, 2023 @ 3:56am 
Originally posted by GrafOrlockVII:
Thanks for the explanation. I will certainly look in the settings and play around with the aim assist and other features to see if it helps me out.
Nice I would love to know your thoughts if/after you played some more

Originally posted by GrafOrlockVII:
The auto-reverting makes sense. Trying to translate what are traditionally skateboard mechanics into motorcycles won't make for the easiest transition, for sure. I suppose there will be a subset of people who will be trying to bring how they play Tony Hawk games into this, and then having to deal with some differences. Totally okay. Knowing that it's auto revert helps. My only real suggestions are: Make the auto revert known via tutorial to help situate the player, and/or make it an accessibility option to give some players the ability to have it as a manual technique only (apologies if that last part is already implemented, I promise to delve into the settings next time).
Yes i should probably mention it somewhere. At least as a tip in the loading screen or something.
Right now it's always auto revert. There is no option to change it as of right now.

Originally posted by GrafOrlockVII:
If the trick is registered and auto-preformed before leaving the ground, that might explain why I crash 100% of the time if I don't delay the inputs. I certainly tend to do it very quickly after initiating the jump in a quarter pipe, and my guess is that Tony Hawk games account for this and provide a grace period of some kind with either animation buffering or something else. This is your game, and you probably fully intend for people to not have such a grace. I'm just letting you know it's an experience someone can have so you can possibly account for it. I was more able to overcome the constant crashing in quarterpipes after forcing myself to delay trick inputs, so it's not an impossible obstacle.
I never had problems with that but i have to check what you mean by it. One suggestion before was also to make the jump a bit higher, maybe that could also help with that. What do you think?

Originally posted by GrafOrlockVII:
My final note is the input lag, and I should have stressed that this was more of a feeling, rather than trying to say that your tricks have input lag. Part of it is likely the mini-delay I have to put in my own head to successfully trick in the air. I think part of it is also trying to pull off multiple tricks in the air (especially hitting flip and the same direction multiple times) and seeming like there's no real grace for that. I definitely don't mind a slower trick system, Rollerdrome pulled such a speed to their tricking system perfectly. It's just an adjustment, and I want to make sure you're aware of it so you can address it or balance it in your own way.
What it also does is queing all the trick inputs, so if you spam flips it will do them after each other which could also could cause slams.

Originally posted by GrafOrlockVII:
But, this is all coming out of the fact that I really enjoy the premise of your game. It mashes so many of my favorite games right now and is already presenting an enjoyable package. Again, best of luck on the development of your game.

Thank you very much, I hope to sort out all the things you mentioned. Please understand that I'm a solo devloper and reaching the quality standard of a tony hawk game will be difficult. Nonetheless all your points are very valid and I will try to make the game as good as possible.
Last edited by Hobo Cat; 17 May, 2023 @ 3:57am
GrafOrlockVII 17 May, 2023 @ 8:14am 
Trust me, I definitely do not expect you to have physics that work exactly like a multi-million franchise worked on by AAA developers. It was more that with how the trick system is set up, you're likely to get people (like me) who will draw parallels to Tony Hawk and make the comparisons. It's just nature. I mention it to help you understand where potential people who play your game are coming from. That is all. For a solo dev, I think you're doing a fantastic job already with what is in there.

I did quickly try fiddling with the auto aim for a quick run, but I also picked the character that gets the shooting partner. So, I didn't get a chance to really notice that big of a difference in helping me shoot for that character. I will try again for the first character when I get the chance and let you know.

For the tricking right after leaving the quarterpipe issue, I'm unsure if there really is a good fix-all. You can see if you can replicate it by going up the level long quarter pipe on either end, and try the two timings of inputting a flip trick just before releasing A or immediately after releasing A. It might also be a thing where trying to "spam" the flip after such a jump timing also causes consistent crashes. I found delaying myself off the initial jump was the best way to mitigate that, so it's really a player learning issue more than anything. The initial jump boost might be enough to stop the crashes from happening, or allowing some "invincibility" grace where for the first fractions of a second, your character/bike can gracefully pass through objects to complete the trick. While it's something I'm confident you can replicate with enough practice, I'm unsure it's worth finding a fix as not many people may trick like that. Not to mention I found a way around it anyways. It's more letting you know it's there for you to address how you see fit.
Hobo Cat  [developer] 18 May, 2023 @ 5:01pm 
Originally posted by GrafOrlockVII:
Trust me, I definitely do not expect you to have physics that work exactly like a multi-million franchise worked on by AAA developers. It was more that with how the trick system is set up, you're likely to get people (like me) who will draw parallels to Tony Hawk and make the comparisons. It's just nature. I mention it to help you understand where potential people who play your game are coming from. That is all. For a solo dev, I think you're doing a fantastic job already with what is in there.
Thank you!

Originally posted by GrafOrlockVII:
I did quickly try fiddling with the auto aim for a quick run, but I also picked the character that gets the shooting partner. So, I didn't get a chance to really notice that big of a difference in helping me shoot for that character. I will try again for the first character when I get the chance and let you know.
You can also manually aim with them in case you didn't notice. There it should make a difference.

Originally posted by GrafOrlockVII:
For the tricking right after leaving the quarterpipe issue, I'm unsure if there really is a good fix-all. You can see if you can replicate it by going up the level long quarter pipe on either end, and try the two timings of inputting a flip trick just before releasing A or immediately after releasing A. It might also be a thing where trying to "spam" the flip after such a jump timing also causes consistent crashes. I found delaying myself off the initial jump was the best way to mitigate that, so it's really a player learning issue more than anything. The initial jump boost might be enough to stop the crashes from happening, or allowing some "invincibility" grace where for the first fractions of a second, your character/bike can gracefully pass through objects to complete the trick. While it's something I'm confident you can replicate with enough practice, I'm unsure it's worth finding a fix as not many people may trick like that. Not to mention I found a way around it anyways. It's more letting you know it's there for you to address how you see fit.

I will try some things out and see if i can add some timer that ignores ground after leaving the ground and doing a trick input or something that helps with it.
Right now I'm travelling japan for a month so I will get right to it as soon as I'm back in June
Hobo Cat  [developer] 18 May, 2023 @ 5:09pm 
Originally posted by GrafOrlockVII:

For the tricking right after leaving the quarterpipe issue, I'm unsure if there really is a good fix-all. You can see if you can replicate it by going up the level long quarter pipe on either end, and try the two timings of inputting a flip trick just before releasing A or immediately after releasing A. It might also be a thing where trying to "spam" the flip after such a jump timing also causes consistent crashes. I found delaying myself off the initial jump was the best way to mitigate that, so it's really a player learning issue more than anything. The initial jump boost might be enough to stop the crashes from happening, or allowing some "invincibility" grace where for the first fractions of a second, your character/bike can gracefully pass through objects to complete the trick. While it's something I'm confident you can replicate with enough practice, I'm unsure it's worth finding a fix as not many people may trick like that. Not to mention I found a way around it anyways. It's more letting you know it's there for you to address how you see fit.
I'm just trying to replicate the issue but i never slam when inputting flips right after leaving the quarter. However I always slam if i try to do grab tricks immediately, which is a problem for sure.
Are you sure you are trying flips and not grabs?
Hobo Cat  [developer] 18 May, 2023 @ 5:14pm 
Originally posted by GrafOrlockVII:
For the tricking right after leaving the quarterpipe issue, I'm unsure if there really is a good fix-all. You can see if you can replicate it by going up the level long quarter pipe on either end, and try the two timings of inputting a flip trick just before releasing A or immediately after releasing A. It might also be a thing where trying to "spam" the flip after such a jump timing also causes consistent crashes. I found delaying myself off the initial jump was the best way to mitigate that, so it's really a player learning issue more than anything. The initial jump boost might be enough to stop the crashes from happening, or allowing some "invincibility" grace where for the first fractions of a second, your character/bike can gracefully pass through objects to complete the trick. While it's something I'm confident you can replicate with enough practice, I'm unsure it's worth finding a fix as not many people may trick like that. Not to mention I found a way around it anyways. It's more letting you know it's there for you to address how you see fit.

Ah I see now what the problem is; If you jump to early in the quarter you will hit the edge of it and then you'll slam if you are in any trick animation.
I never really notice it because i jump right at the edge of the quarter so I'm always fully in the air when doing tricks.
Will have to see what I can do about it.
Thank you very much for bringing this to my attention. 👍
GrafOrlockVII 4 Jun, 2023 @ 6:22pm 
Originally posted by Hobo Cat:
Ah I see now what the problem is; If you jump to early in the quarter you will hit the edge of it and then you'll slam if you are in any trick animation.
I never really notice it because i jump right at the edge of the quarter so I'm always fully in the air when doing tricks.
Will have to see what I can do about it.
Thank you very much for bringing this to my attention. 👍

Awesome! I'm glad you were able to replicate it. Sorry for the delay in response and not being able to help you figure that out. I was in the middle of getting ready to move when I was providing feedback for the demo. I'm finally on the other side of that and have started to settle.

I hope Japan was fun for you! Japan is a dream vacation for me and something I'm very much wanting to do at some point, so I'm pretty jealous. Hopefully you're doing well and the development of the game is coming along okay! I'll definitely keep checking in as best I can, particularly as the demo updates and development goes ahead.
Hobo Cat  [developer] 9 Jun, 2023 @ 1:22am 
Originally posted by GrafOrlockVII:
Originally posted by Hobo Cat:
Ah I see now what the problem is; If you jump to early in the quarter you will hit the edge of it and then you'll slam if you are in any trick animation.
I never really notice it because i jump right at the edge of the quarter so I'm always fully in the air when doing tricks.
Will have to see what I can do about it.
Thank you very much for bringing this to my attention. 👍

Awesome! I'm glad you were able to replicate it. Sorry for the delay in response and not being able to help you figure that out. I was in the middle of getting ready to move when I was providing feedback for the demo. I'm finally on the other side of that and have started to settle.

I hope Japan was fun for you! Japan is a dream vacation for me and something I'm very much wanting to do at some point, so I'm pretty jealous. Hopefully you're doing well and the development of the game is coming along okay! I'll definitely keep checking in as best I can, particularly as the demo updates and development goes ahead.

No worries and thanks for responding. I hope you moved wihout issues and enjoy the new place.

Yes I just came back a few days ago. It was absolutely amazing and I can totally recommend going there if you have the chance. Now I'll get back to developing. I had some ideas to maybe change the gameloop a bit. But I have to try it out and see if it makes the game better. Please feel free to join the discord. that'd be aweseom
Hi there,

I have to say, this feels like a very refreshing experience I haven't felt in a long time, and like others I've had a great time and of laughs playing this demo! One thing I have noticed:

Performing a trick and landing on the ground at a 90-degree angle facing towards the ground can sometimes cause the character to get stuck in the ground. Sometimes jumping or waiting until the momentum is zero resolves it on its own.

I had an instance where dying caused a clone of my character to spawn.

Besides these two minor things, the game is great!

P.S. it'd be very humorous if the Boner Brothers had a sound effect whenever they wipeout, something as Lego bricks falling apart
Hobo Cat  [developer] 22 Oct, 2023 @ 11:35pm 
Originally posted by Spectral Σ:
Hi there,

I have to say, this feels like a very refreshing experience I haven't felt in a long time, and like others I've had a great time and of laughs playing this demo! One thing I have noticed:

Performing a trick and landing on the ground at a 90-degree angle facing towards the ground can sometimes cause the character to get stuck in the ground. Sometimes jumping or waiting until the momentum is zero resolves it on its own.

I had an instance where dying caused a clone of my character to spawn.

Besides these two minor things, the game is great!

P.S. it'd be very humorous if the Boner Brothers had a sound effect whenever they wipeout, something as Lego bricks falling apart
Hey thanks for the feedback! Nice to hear you enjoy it
Yeah sometimes the char gets stuck in the floot still. The other bug should be fixed in the new update coming this week. Theres also a major change letting you shoot without aiming so stay tuned for that.
Oh yeah thats a good idea! I had someting similair in my other game "Hobo Cat Adventures". When you hit/kill a skeleton the bones making xylophon sounds
elpadre 5 Jun, 2024 @ 7:30am 
heyo, thanks again for adding a language option. i played the tutorial and 2 runs now.

my 30 minute feedback:

tutorial buttons should be xbox buttons when xbox controller recognised. i personally was confused about the wallride tutorial and thought i was meant to press directional buttons.

flips and grabs mid air could be more fluent like in tony hawk, like right after an ollie. i dont know how to describe it but how it is in your game i have to ollie, let go fully and then press a flip or grab. in THPS i can like glide over from ollie to either flip or grab and he does that trick depending on the directional input. would feel smoother.

when a grind failed on a quarter pipe, i think i bailed, even tho i "failed" the grind into the quarter pipe. imo it should be like "failing" a manual, if you fail it the safe way, it should end and not bail.

i personally, but that might be skill issue, hate the first char with the manual shooting. i know this is kind of a hybrid bulletheaven tony hawk fusion game, and i love it, but i would NEVER pick the first char and collect or generate ammo and manually shoot etc. i dont know if you have some upgrade for that later or whatever, but manually shooting in ANY game like those, kills it totally for me. the 2nd character is spot on in that regard, but has his own balancing issues i guess, which you probably balanced around him being able to auto shoot.
I think EVERY char should be auto-shooting, but i could be in the minority with that decision.
My brain cant handle driving, dodging, collecting, doing tricks AND shooting.

yeah other than that im surprised i like it, looks solid guys. if the price is right i could see myself playing it on launch for a few hours for sure. i keep an eye on it. keep it up! :GGyup:
Hobo Cat  [developer] 5 Jun, 2024 @ 8:43am 
Originally posted by elpadre:
heyo, thanks again for adding a language option. i played the tutorial and 2 runs now.

my 30 minute feedback:

tutorial buttons should be xbox buttons when xbox controller recognised. i personally was confused about the wallride tutorial and thought i was meant to press directional buttons.

flips and grabs mid air could be more fluent like in tony hawk, like right after an ollie. i dont know how to describe it but how it is in your game i have to ollie, let go fully and then press a flip or grab. in THPS i can like glide over from ollie to either flip or grab and he does that trick depending on the directional input. would feel smoother.

when a grind failed on a quarter pipe, i think i bailed, even tho i "failed" the grind into the quarter pipe. imo it should be like "failing" a manual, if you fail it the safe way, it should end and not bail.

i personally, but that might be skill issue, hate the first char with the manual shooting. i know this is kind of a hybrid bulletheaven tony hawk fusion game, and i love it, but i would NEVER pick the first char and collect or generate ammo and manually shoot etc. i dont know if you have some upgrade for that later or whatever, but manually shooting in ANY game like those, kills it totally for me. the 2nd character is spot on in that regard, but has his own balancing issues i guess, which you probably balanced around him being able to auto shoot.
I think EVERY char should be auto-shooting, but i could be in the minority with that decision.
My brain cant handle driving, dodging, collecting, doing tricks AND shooting.

yeah other than that im surprised i like it, looks solid guys. if the price is right i could see myself playing it on launch for a few hours for sure. i keep an eye on it. keep it up! :GGyup:
Hey thanks a lot for your feedback!
Flips / grab directions register already when your not even off ground so as soon as you press the flip / grab button it should execute it immediately.
Ah true that is in THPS but not in this game... i put it on my list thanks!
There is no need to aim, if you hold R1 he will automatically shoot at the enemies in front of him (actually aiming at them automatically). I now also added an Auto Shoot option you can toggle on in the "Aim and Shoot" options section. If toggled on the game holds R1 for you so with that every character shoots automatically. Only the boner brothers aim 360° though. The other characters target the enemies which are in the front but also automatically.
Glad to hear you like it! I'm only one guy making the game btw. 😅
Last edited by Hobo Cat; 5 Jun, 2024 @ 9:00am
Hobo Cat  [developer] 5 Jun, 2024 @ 9:01am 
Originally posted by Hobo Cat:
Originally posted by elpadre:
heyo, thanks again for adding a language option. i played the tutorial and 2 runs now.

my 30 minute feedback:

tutorial buttons should be xbox buttons when xbox controller recognised. i personally was confused about the wallride tutorial and thought i was meant to press directional buttons.

flips and grabs mid air could be more fluent like in tony hawk, like right after an ollie. i dont know how to describe it but how it is in your game i have to ollie, let go fully and then press a flip or grab. in THPS i can like glide over from ollie to either flip or grab and he does that trick depending on the directional input. would feel smoother.

when a grind failed on a quarter pipe, i think i bailed, even tho i "failed" the grind into the quarter pipe. imo it should be like "failing" a manual, if you fail it the safe way, it should end and not bail.

i personally, but that might be skill issue, hate the first char with the manual shooting. i know this is kind of a hybrid bulletheaven tony hawk fusion game, and i love it, but i would NEVER pick the first char and collect or generate ammo and manually shoot etc. i dont know if you have some upgrade for that later or whatever, but manually shooting in ANY game like those, kills it totally for me. the 2nd character is spot on in that regard, but has his own balancing issues i guess, which you probably balanced around him being able to auto shoot.
I think EVERY char should be auto-shooting, but i could be in the minority with that decision.
My brain cant handle driving, dodging, collecting, doing tricks AND shooting.

yeah other than that im surprised i like it, looks solid guys. if the price is right i could see myself playing it on launch for a few hours for sure. i keep an eye on it. keep it up! :GGyup:
Hey thanks a lot for your feedback!
Flips / grab directions register already when your not even off ground so as soon as you press the flip / grab button it should execute it immediately.
Ah true that is in THPS but not in this game... i put it on my list thanks!
There is no need to aim, if you hold R1 he will automatically shoot at the enemies in front of him (actually aiming at them automatically). I now also added an Auto Shoot option you can toggle on in the "Aim and Shoot" options section. If toggled on the game holds R1 for you so with that every character shoots automatically. Only the boner brothers aim 360° though. The other characters target the enemies which are in the front but also automatically.
Glad to hear you like it! I'm only one guy making the game btw. 😅
Oh I know now what you mean with the flip thing. If you input the flip button before your bike is off the ground it will not register. Thanks for letting me know i will try to improve it!
< >
Showing 1-15 of 26 comments
Per page: 1530 50