A God-Like Backhand! cover
A God-Like Backhand! screenshot
Genre: Simulator, Adventure, Indie

A God-Like Backhand!

A LITTLE CLARIFICATION...

It seems that there has been a little confusion on how to progress from level to level. What you need to do is find the spaceship part for that level and shoot your teleporter beams into it. This is like picking it up and it will teleport you to the next level.

Here is a screencast to get you through while I patch this and make it more understandable in the gameplay.

https://www.screencast.com/t/gOEvqDo1h

RELEASED! A Few Notes on Upcoming Features in the Next Few Days

- Main Menu/Level Skipping

- Ability to bypass the intro text graphic

- A WHITE ROOM?, a JETPACK?, a HORDE OF BADDIES and FUNKY GRAVITY? Yes, please!

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A few notes on physics. It took me a long time and a lot of tweaking to get the physics where they are now, but I would love to hear back from you guys about whether there needs to be more or less mass or gravity or E=MC(whatever)...

Anyway, have fun and don't get hurt! ...Just hurt!

A Quick Note on Hand Gestures

While we're still waiting for Steam/Valve to do their final review on my build I thought I would post the Hand Gesture key mappings here for your pleasure.
Here they are: (I will make an Online Manual as well)

Q - Idle
W - Point
E - GrabLarge
R - GrabSmall
T - GrabStickUp
Y - GrabStickFront
U - ThumbUp
I - Fist
O - Gun
P - GunShoot
A - PushButton
S - Spread
D - MiddleFinger
F - Peace
G - OK
H - Phone
J - Rock
K - Natural
L - Number3
Z - Number4

I am working on v1.1.0 as we speak so expect a new build with awesome added functionality about a week after launch.

In Final Valve Review Stage

A few days late as I had a few hiccups along the way and I am so excited to release my first game.

A few notes.

There is not a typical 'combat system' implemented into the game and that was by design. There are levels that you will progress through, but you can stay on each level as long as you like and do as much beating down as your heart desires - as of now you have no health, cannot die and neither can the enemies. I wanted to keep it relatively 'sandbox-ey' that way so that players could have fun trying different techniques with the ragdolls. After testing and working with the physics a lot I can assure you there are several different 'moves' you can do to get several different effects from the ragdolls.

Another thing is please remember this is early access. I will still be just as a dedicated dev as I was when I made it - listen to you guys and gals and implementing new and exciting features.

Things you can look forward to in the next build:
- a menu with a level skipping feature
- more hurt, death and dying animations from the ragdolls
- even more levels

One last thing. A few of the levels have got a lot of processes going on so the headset can get a little 'chuggy', framedrop and might make you a little dizzy. Don't fret though - there is a perfectly awesome solution to this. Go to Settings in the VR dialog box in Steam. From there go to the Performance tab. From there go to the bottom of the dialog box and tick the box that states 'Allow asynchronous projection'. This will set you up perfectly!

Thanks for checking this game out and I can't wait to hear what you guys think.

Your 'dev'oted,

Zach

One More Quick Piece of Information

I know I promised the integration of an MP3 player/streamer with the game. That is not implemented in the current build but it will be very soon - within the next two weeks. Don't fret, it has not been scrapped, just delayed a bit.

- Your Devoted Dev

New Launch Video Up!

Tomorrow is launch! Oh so excited. And tired. Enjoy the new video... ;)

- Zach

Some added functionality and just a few more days until release!

First, I want to apologize for the tiny glitch that said the game would be released on the 19th. It was supposed to say the 21st.

Second, I want to thank those of you who have hung in there and wishlisted the game - it's truly amazing to see how many of you are excited as I am about this project.

Third, a bit of bittersweet news... well, more sweet that bitter - I'm extending the release date a bit until the January the 27th. The good (sweet) news is that I am doing this because I have decided to add some awesome functionality and replay value to the game. This means an extra level with some crazy stuff going on and you can never lose a life! That's all I'll say about that because I'd hate to ruin it.

I just want to thank you guys for hanging in there. I can assure you just a few more days until smackdown central!

Thanks again!

- the lonely, exhausted and hungry Dev

It Looks Like I'm Ahead of Schedule

Seeing as my full time job has been this game, it looks like I should be releasing A God-Like Backhand! today. This game has been my entire life - 20 hours a day for the past 14 days - and I intend to keep it that way with updates, added content and responses to you, the customers and players, about any gripes, problems, bugs (let's hope not) and any functionality you would like to see implemented.

My primary focus on the game was to make it fun. Second, I wanted it to look good and play well. If you're not having fun, then I haven't done my job - so please make good use of the game page and let me know what you're thinking! I am readily available and will answer any questions or problems within an hour or two.

This is my first game. In fact I only taught myself Unity two weeks ago and have been learning ever since, as I go. In a way I was like a Mad Butcher doing Brain Surgery, but somehow I made it work. Saying that, I don't believe that I am delivering a sub-standard product - but let me know if you think I can make changes.

Thanks for reading, playing and happy backhanding cowboys!