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TumbleSeed - alpha footage, dev talks twin stick controls, HD Rumble, gameplay mechanics

by rawmeatcowboy
04 February 2017
GN Version 5.0

The following comments come from Greg, one of the devs on the title.

Choosing twin stick controls over motion

Motion controls truly suck for TumbleSeed, even though we did try very early on. They are far too imprecise for how hard our game is. So instead it's twin-stick just like Ice Cold Beer which provides pinpoint control and stability. ...We love that game and wondered the same thing about 3 years ago: "What if we made ICB into a digital game with enemies, powerups, proc gen. etc.!" Turns out it was harder than we thought by about 2 years, but we made it and TS is the best thing I've ever worked on so no regrets.

Soundtrack not being procedurally generated

it is not, though for a song or two we do have a sort of stem system going. this way certain tracks don't get too repetitive.

Being a mashup of gameplay types

In a nutshell, think Ice Cold Beer meets MegaMan + Spelunky. kind of a weird mix, but we have the control scheme from ICB, Spelunky's proc gen., permadeath, linear progression, some roguelike things, and MegaMan with its suit powers (we have about 30 rn). anyway, the game design is what we spent ~2 years searching for and we finally found a game that we earnestly still want to play even after staring at it for so long.

HD Rumble details

It's still in development, but essentially it allows you to feel where the seed is on the screen (left or right) and how fast you're rolling. if you're rolling fast at all in our game, you're usually outta control so it sorta provides a 6th sense that allows you to feel your inertia. we have some other stuff we're experimenting with as well, but nothing worth mentioning right now as it might not make it into the final version.

[Link]
 
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