Take flight on a rocket-powered hoverboard as you soar through fortified enemy strongholds. Lean your body to steer the board as you dodge enemy fire and blast robots in this made-for-VR game.
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20 juin 2019
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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Early Access gives Rocketboarder players a chance to give feedback before the game hits full release. This is really valuable to me because it lets me release the game with less pressure on myself about shortcomings or oversights in the game, because I know people should be first playing it with more limited expectations. Early Access could help me find which bugs are causing people the most problems, what possible areas to focus development time on, and possibly come up with new ideas that wouldn't otherwise come to me. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« Rocketboarder will remain in Early Access for at least a month, but it could be much longer depending on how things go in my life and what the reception to the game is. I'm open to either changing a limited number of things and releasing it, or working on it some more bit by bit over time. And hypothetically, if it's a huge breakout hit I likely wouldn't mind spending a lot of time developing it further. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« As of editing this, here's a couple ideas I would like to do before full release:

-Experiment with adding health and shield pickups, if they work well then they would be added to the final game
-add a type of ammo for the player that shoots 3 projectiles at once

I also plan to see how the game is received and what feedback I get to make judgements about what other changes I might make. My preference is focusing on things that make the game "better" rather than longer. »

Quel est l'état actuel de la version en accès anticipé ?

« The description in the "About" section reflects the game as it currently is. The game currently has an intro scene, a tutorial "Intro Mission," and 4 "Missions," which are similar variations on a procedurally generated level. It also has other features such as a spectator camera system, an optional player body avatar, and the ability to use Vive trackers for body tracking. If the option of doing Early Access didn't exist, I wouldn't mind releasing it in something close to it's current state. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« Although I don't want to rule out pricing the game differently at a later date, at this point I expect the price to remain the same after full release. Right now I hope that the price is low enough that a decent percentage of people will feel like the game had a fair price for the content of the game. It's always possible that my pricing strategy could change, but I feel the current price seems like a good spot to balance trying to make at least some money and giving people a good value. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« Players can post on the Steam discussion board for this game to start a discussion about any changes they would like to see in the game. I don't consider myself the ultimate authority on game design, and I'm curious to hear what ideas other people might have about the game. I'm especially interested to hear if there's any big "sticking points" people have when they play the game that make them get stuck or make the game not work for them. Hearing that kind of feedback can help me decide if I should change certain things about the game. Of course, my development efforts will ultimately be constrained by the amount of time I devote to it. I may elect to only implement select things based on the feedback I receive, but in many cases several key changes can make a big difference in the experience of a game, so it's good for me to be able to hear what people's thoughts about the game are. »
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À propos de ce jeu

Ride a rocket-powered hoverboard as you blast enemies with your board-mounted weaponry.


The development of Rocketboarder originally started way back in 2016. I had the objective of making a flying game, but when I tested some free-flying game mechanics, I felt some motion sickness! So, rather than making a game where the player can freely fly and turn and spin, I chose to pursue a game where the player is constantly advancing forward. This makes Rocketboarder, in some strange way, a VR descendant of classic space shooters.

Steer the board with your body


To play Rocketboarder, you plant your feet in a wide stance and calibrate the center of your head. Lean left and the board drifts left, lean right and the board drifts right. Crouch downward and your board swoops down; stand up with your hands to the sky to fly upward.

Body Avatar even with no Trackers


Since the player is supposed to play with their feet planted, the in-game foot location combined with the tracked location of the head and controllers can be used to position a virtual avatar. It's not perfect but it should give a cool effect! (Turn the body on in the Game Options menu)

Despite not requiring body-trackers for body presence, you CAN use 2 or 3 Vive Trackers to enhance the body tracking.

DIY Motion Rig if you dare?

Have you ever wanted to have your own motion rig? Do you have a Vive Tracker that you don't know what to do with? Make yourself a DIY balance board to control the game! But you absolutely should have a friend there to catch you if you try that! (Note that this might not work simultaneously with the body trackers) More info soon.

Follow-up to The Path of Greatest Resistance

The Machine Alliance is has returned! This game is a follow-up to The Path of Greatest Resistance, (but no need to play that game before you play this one.)

There's only 1 intro tutorial mission and 4 missions that are right now based on the same procedural template level. Keep in mind that this isn't a full-priced game and I hope people can enjoy it for what it is!

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation  *: Windows 8.1 or newer
    • Processeur : Intel Core i5-4590
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : GeForce GTX 970
    • DirectX : Version 11
    • Espace disque : 1300 MB d'espace disque disponible
    • Prise en charge VR: SteamVR. Standing Only
    • Notes supplémentaires : Oculus Touch support through SteamVR
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Graphiques : GeForce RTX 2080 TI (high-end graphics cards can better handle supersampling, the optional spectator camera system, and extra VFX)
* À compter du 1ᵉʳ janvier 2024, le client Steam sera compatible uniquement avec Windows 10 et ses versions plus récentes.

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