Climbtime cover
Climbtime screenshot
Genre: Indie

Climbtime

version 1.73, corrections, timer start line

- corrected control instructions(weapon fire, teleport)

- added 'glide' speed up to keyboard controls(press X)

- added 'dismiss text' by pressing 'jump' key to quickly dismiss in-game text windows

- add night lighting spotlights to base ships

- removed practice course signs after level 2

- added timer start line (will start player run time when player passes over it) to give players a chance for their systems to reach a steady state fps after loading a new level

- updated demo download (first two levels) to latest version 1.73

version 1.71 bug, performance fixes

fixed some bugs with the vive VR controls where the weapons weren't switching and the left trigger was causing a weapon fire event(should only be right thumbpad)

fixed a performance/freezing issue(thanks for the players who notified me on this) related to steam file upload/download related to other player ghost paths - removing that feature for now - players can still see their own best ghost path via files stored locally

version 1.70

-added aim red spotlights to turrets so player knows where they are looking/aiming

- past level 12, base ships fire a rocket at player every 100-300 seconds apart

version 1.69 nighttime

Added night time back with better ambient lighting and some point light sources within the tower.

Night cycle is quick for beginner levels 1-12 and slower for levels 12+.

Can still toggle 'fixed daylight' in menu options.

version 1.68 - changing start locations, base ships

The start location for player levels is now different for each level to give some variety with the background. Note the terrain rises up to meet the player base/tower and this can create some initial level perfomance drops, will work on a better way to fix this.

Also with the background, have added 2 'base' ships that fly slow at higher altitude. They will probably be utilized further(launching missiles,fighters,etc or able to hit/destroy them) with later development.

A few other small bug fixes.

Feedback welcome,
Thanks!

version 1.67, demo

For the demo, included level 2 in addition to level 1.

For game, add 'Fixed Daylight' option in the pause menu to fix the daylight so the sun does not move(no night,etc)

For regular day/night cycle slowed down the day and shortened the night period further. Players were frustrated at having to pause for night to pass. May try to fix this later by adding more ambient light at nighttime.

Added labels/instructions to the 'practice course' on the side field. Players don't realize you can jump from the walls, making the game more difficult than need be.

Added simple arm up/down images for Vive controllers to show which direction to point controllers to get thrust in those directions.

version 1.66_demo

Added a free download demo version which allows the first level to be played.

version 1.65 - energy pickups

I've added the below in-game verbiage to the last block before entering the playfield. The blue energy dial should allow sharpshooting players to set better times on their way up with higher/longer jumps. The aiming in the game still needs work though as it doesn't feel smooth and considering something like aim-assist to make aiming smoother/easier.

Player dial indicators
In the screen bottom left player readout are also 3 colored dials that represent the following:


  • Red Dial - Health
    Rocket hits will decrease health. When the health dial points straight down, the player dies and level resets.

  • Blue Dial - Energy
    Player starts with zero energy, but using the crystal shot to hit small embedded blue rock crystals will give 0.5 energy or flying ships 0.25 energy up to a max of 1. Energy will slowly decay but energy will provide extra distance to jumps and movement. Level crystal locations can be further discovered in 'crystal hunt' game mode.

  • White Dial - Location Save
    When this dial flashes or is present, the player location is saved as the level reload point.


Controls have changed some also, with a weapon switch key/press and weapon shot trigger to allow better more consistent aiming and shooting interface across weapons. Aiming reticle changes to reflect which weapon is selected.

I've also added in the pause menu options, fields to increment/decrement look speed x and y between the values of 2-6 (the default is 4). This setting is saved to a local file and recalled on further play sessions.

Also with the rockets, I've made their explosions immediately effect falling of hit blocks instead of waiting for several seconds.

version 1.64

- fixed wall recharge rate independent of game performance

- added player 'drop' key to unity config keyboard controls (hold 'shift' when starting game)

- added new ship models for 'birds', separate into 2 separate flocks on even numbered levels

- fps performance improvements, although the first level seems a bit slower for some reason

Planning to add:

- simple shooting between ship types(lasers, rockets, phasers) and larger battleships floating further away that might occasionally launch attacks at the player

- player powerups (less player mass, faster movement, higher jumps) by shooting crystals in-level or possibly passing ships

Others player requests which will work towards at some point will be:
- a better/simpler tutorial/intro
- more content/story
- in-game control config options

Further feedback on how to make the game(or modes of play) better welcomed.
Thanks
garcia_1968

version 1.63

- crystal hunt mode bug fixed so that mode no longer crashes game
- updated steamVR library