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and cutscenes should be skippable.
visibility is also an issue with ♥♥♥♥ covering the ball and the course.
and a bug, had to restart the hole. also ended up in a weird position on the previous level with the windmill at the end, had to restart, forgot to take a screenshot.
https://steamcommunity.com/sharedfiles/filedetails/?id=3009187890
and another bug: pressing esc during your logos brings up a settings window without any text or icons. it should simply skip said logos. and the intro shouldn't play every single time the game is started.
and more: a bunch of trip 2 levels let me leave even though a few pieces were still white.
The nature of the game's locked POV angle (it actually can't rotate because the game isn't 3D) meant that code logic was required to cover all areas where the ball rests to ensure the ball was always on screen and to compose the frame to show the required path. There are however, as you've noticed, a few places where you need to see beyond, to time the stroke. Initially, zooming (mouse wheel/shoulder buttons) was the way to view the whole diorama (and still is the recommended method). Camera scrolling was added later for an intuitive QOL alternative, but as is often the case, the smallest of changes has the habit of inviting exponential issues :/
If we add a feature to disable the cam scroll reset, you'll likely be losing a lot more than you're gaining. Use zoom control, that's cleverly weighted too :)
"Tapping" - fair point.
Cut scenes - can be skipped using the restart hole button (top right) or the R key/ Y joypad button.
Ball visibility - a circle should show when behind scenery. But I can see it's doing that in your screen shot when the ball should be visible, so it's related to the bug.
Will look into the utopia hole bug, very odd. It thinks you've already crossed the water. I hope I can recreate it.
Esc key during splash bug - nice catch! Marked this for the next update.
Trip 2 white objects - very surprised. We nailed that long ago. Will keep tabs on this, thanks!
as for zooming, it's not the perfect solution either with an auto-following camera. I played all zoomed out (and was annoyed when continuing a run later reset the camera to zoomed in) but even then the camera kept going back and forth instead of staying put and it wasn't always centered on the ball either, so didn't feel consistent. granted, those were ridiculously bad shots, so most of my shots, but it made the whole thing all the more annoying. and sometimes the camera can't even keep up with the ball.
and why would you let cutscenes only be skippable with the restart button? nobody's gonna press that because a, common sense and b, esc and left click works elsewhere (well, esc not really on startup).
I'm sure we're not gonna agree on level select in the other thread but at least some of this stuff's gonna get fixed at some point, that's good.
We could hope Wonderputt Forever does well enough for either a DLC course pack which might allow the main campaign to receive a significant update or the game does well enough for a third entry in the future which could have the options we wanted in Forever. We just have to wait and see what comes down the pipeline.
For now though we just have to either keep trying or just give up on the collectibles and just play casually hole-to-hole, chase high scores, or speed running.
The camera zooming back and forth is purely for the animated transitions between holes.
Regarding the skip cutscene thing - The hole restart button just so happened to do this by its very nature, so we didn't have to code yet another UI button and clutter the interface. As for the icon and confirm message, a choice has to be made about what is to be communicated and how much without overwhelming, confusing and diluting info. Consolidation is often the best choice for the sake of the majority. Admittedly, that makes it a hidden feature if players don't connect the dots. Compromise eh. Curse that cake paradox!
a clutterred ui is what I keep hearing about, except for some devs even a single item makes things cluttered, absolute nonsense. and for skipping cutscenes there's no need to add another button, just make space and esc work like it does in every game ever (except here and a bunch of others that don't let you skip ♥♥♥♥).
Re clutter - It's certainly an interesting conversation. Apple have built their UX ethos around UI consolidation, ergo a plethora of hidden features, and that most certainly doesn't suit everyone :)
and I don't think apple's anything should apply to a properly designed and working pc game, even if it's a 'minimalist' one also available on mobile.
and relic mode would be fine but the energy penalty means grabbing all the dna cores isn't enough and even then the 'reward' is an animal silhouette becoming a non-silhouette. so it's too much hassle for nothing.
and unfortunately, most games are developed poorly and lack basic functionality, so it's hard to find a decent mini-golf as well. I don't play in vr or multiplayer but have a few unplayed ones. some will surely disappoint like this, so far only a little golf journey was good enough.
the main menu thing is neat (and either not mentioned in the game or I missed it) but I only bothered with the first animal without proper level select. I could easily have my cake and eat it too but you didn't design the game that way.