Climbtime cover
Climbtime screenshot
Genre: Indie

Climbtime

game status

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

version 1.83 more level types, art prints, tutorial video

For this version, in 'climb' game mode, the jumping blocks will use the same random textures and lighting as found in 'glide' mode for more visual variety. If you want the old plain 'dirt' blocks, choose the 'fixed daytime' option in the menu and restart the level.

For 'glide' mode, added some short tutorial notes and a video link for starting players. Levels also randomly place art prints with point score cubes beneath them.

Added 1 new music track.

version 1.81 new music track, music level adjust

Added another music track and ability to set per game session the music level up or down using the keyboard numpad -/+ keys. Will add permanent audio level settings in later version.

version 1.80 boost, music

for Glide mode - boost pickups make flying upward easier for 2 seconds to regain altitude

Music tracks available in glide - added 2 new synth-based songs for first 2 levels, more tracks to come

version 1.79 more visual variety, pickups

For 'glide' mode

Added more top/side texture maps as well as geometry types for level building(more visual variety to the levels).

Lighting/fog color is random between levels also, to get normal daylight, choose 'fixed daylight' from the pause menu.

Added a 7 minute leaderboard for posting top score for 7 minutes of playing(same level or across levels).

Added 'score'(gold) and 'boost'(blue) pickups.

Added 'named' seed to get to a level by some entered name. From pause menu, the player chooses 'Name Seed' to activate the entry field, enters any string like 'bobcat' and then 'goto name' to go to the level seed generated from the name.


version 1.78 endless glide mode/score

In 'glide' game mode, added the ability to fly through a 'portal'(looks like a large slow-spinning red ball) to the next random level. After flying through a portal, the player score will be sent to the 'GlideHigh_201712' leaderboard with scoring ending when the player crashes.

So to set a score for one level, don't fly through any portals - to set a score across multiple levels, keep flying through portals.

Also added a beginning basic 'choice' menu at the game start between 'Climb' and 'Glide' - the other modes(crystal hunt and explore) are available also, just from the same pause menu as earlier.

version 1.76 glide game reworked, new content

The game mode 'glide' (choose from the pause menu/F1/gamepad 'start' key) has been reworked with new flight mechanics and procedurally placed rocks(different for each level) for the player to glide as near as possible without crashing to score points on the way down. Close to the bottom of the level, the HUD will display 'Round Over' to indicate scoring has ended. The first 3 levels have glide scores submitted to steam leaderboards, greater levels than that are local best score.

Gliding works in VR also and supports head free-look, have tested with Vive and gamepad. Remember to start the game with the Vive controllers on and then you can turn them off if using a gamepad/keyboard to control. VR display HUD elements still need adjusting. The gamepad 'Y' button or keyboard F6 key will toggle on/off a VR HUD display of score,etc. In VR I tend to find the HUD distracting so I just toggle on/off when curious about my score.

The new gliding mechanic is also available in Climb and Crystal Hunt game mode(press keyboard 'G' or gamepad 'X') after the level is complete and Explore mode. For these game modes, the player can gain speed/altitude by pressing keyboard 'X' or gamepad left trigger.

Other various fixes also.

Glad for constructive feedback on the 'glide' mode while still making fixes and adjustments and continuing to add some additional features.

Thanks
garcia_1968

climbtime going back to freely available

After testing the sales response over the steam summer sale, I've decided to return to making Climbtime freely available after this coming September 18(Valve requests a week notice before any price changes).

I've considered adding additional level story and music content and a few new enemy types, but off-work/family time has been limited lately. Thanks to those who enjoy playing the game who provide helpful feedback and reviews.

Thanks
garcia_1968

version 1.75 remove enemy/fire option

For players looking for a more peaceful experience or don't like the additional difficulty of being shot at by enemies, the toggle option 'show enemy/fire' has been added to the pause menu bottom left hand side. Setting unchecked(off) removes turrets and incoming missiles from the game. The setting is saved to a config file so will be remembered between game sessions.

version 1.74 moving walls, fixed turrets, planets, night skybox

-added moving walls, they will start to move after the player crosses the start line

-added fixed turret enemy, looks the same as moving turret(sounds different) but placed/fixed near rocks and aggressively shoots at player if triggered(trigger sound and aim spotlight turns on) - none placed on levels 1&2, 2 placed on levels 3-6, 4 placed on levels 7+

-made the hit boxes bigger for crystals and ships, so easier to hit using crystal shot

-made missiles fired occasionally from overhead ships explode closer to player(if clear line of sight)

-added 5 background planets - credit - DUAEL DESIGNS LLC & ROBERT STEIN III '10 - http://freebitmaps.blogspot.com

-added night skybox - credit - NoLogoGames - https://opengameart.org/content/space-nebulas-skybox

feedback welcome!