Full notes
Full Climbtime update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
Hi all, I haven't been working on this game at all lately, instead trying to focus back on regular job, family and other things. I do check steam for messages to the board and apologize where I haven't been able to create fixes for VR or otherwise. This mainly relates to my limited testing setup with only the Vive setup, VR software updates I haven't been able to keep up with and not being able to reproduce the errors players might be getting with their setup. I am glad to hear where the game is working properly in 2D or VR to help know it is not broken for everyone or where people want to post fixes or suggestions. I understand where the games movement or handling is too slow or 'floaty' for many players tastes, this is mostly a design/personal choice on my part to allow for scanning the environment and decision making while mid-air. Players can increase their horizontal velocity faster using the 'run' control(shift or gamepad left stick press) or downward vertical using the 'drop' control. I think the game currently works best in time-attack without enemies for a more 'zen' type approach to finding the fastest route to the top or with enemies for additional challenge. If I work on another game, I'll probably do something flat/2D with more conventional arcade type movement to try and avoid probably the most common criticism with this game. Anyway, hope 2018 is treating folks well and thanks again for trying or playing this game and any constructive feedback I might be able to use with this games or others or just to say hi. Cheers, garcia_1968
Source
Changelog.gg summarizes and formats this update. How we read updates.
