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Mr Shifty - Switch/Steam - Out Thursday


HarryBizzle
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I'm seriously excited for this. Disappointing that it's 30fps on Switch but the idea of having it portable is very appealing. 

 

Might limit the PC beta to 30fps and see how it holds up. Normally I wouldn't care but it looks insanely fast and I think it will make a difference. 

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I had a go on the beta on my dev kit Switch....

 

File%2011-04-2017,%2013%2032%2030.jpeg?d

 

Cleared the first 'level' and its really good fun, it runs pretty well on the Surface (pro2) but does chug a bit when there is loads on screen - I imagine its 30fps but didnt look in the menus - my quick play has pretty much convinced me to get it on Thursday :)

 

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1 hour ago, watusi said:

It's a shame that they didn't indicate any timescales for fixing performance issues. A few reviews have picked up on the poor performance.


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What reviews mention the issues, EG doesnt seem to even mention performance issues?

 

When should it be on the Nintendo shop - still not there!?

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It was here

http://www.gameinformer.com/games/mr_shifty/b/switch/archive/2017/04/12/tiresome-mayhem.aspx

To make matters worse, performance issues render the back half of the game nearly unplayable. Many of my deaths were not because of my own bad moves, but because the game stuttered or slowed down to a crawl once enemies started pouring onto the screen. When a single hit can make you you lose up to 10 minutes of progress, that’s unacceptable. I also encountered two game-ending crashes that robbed me of nearly an hour’s worth of progress altogether since the game only saves when you beat a chapter, not at each individual level.

Not a site I'd normally read and I reckon I'll buy it anyway.


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10 hours ago, clippa said:

Devs are currently doing an AMA on r/nintendo

 

https://www.reddit.com/r/nintendo/comments/651vgx/we_are_team_shifty_creators_of_mr_shifty_ask_us/

 

 

 

 

 

Aw, hope that gets patched back in.

 

Indeed. The main character can teleport around, Nightcrawler style, but not having an imaginary ceiling to the room was the straw that broke the camel's back of believability :lol:

 

That should totally go back in, but only if done it a way that it doesn't obscure you vision of the room and lead to unavoidable deaths. 

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I bought this and thus far its great fun, have had the frame rate go choppy at worst and that was early on so a potential concern. 

 

However it feels really at home on the switch, like indie games on the vita (but with decent controls) always did so happy to pay up!

 

 

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Their attitude about the Switch version is terrible. It's nice they're acknowledging it I guess, but a much more demanding game originally developed on a different platform having a few framerate drops in isolated areas is not at all comparable to the stuttering in that video. It's just deflection. 

 

And then pointing to the Steam version instead. Not sure I have great confidence in them rectifying the problem if they're spinning like that. 

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21 hours ago, Majora said:

Their attitude about the Switch version is terrible. 

To be fair, they have said they didn't know about the issue and will be fixing it as soon as they can:

 

Quote

I was the producer on games like SpeedRunners, Punch Club, and am currently neck-deep in Hello Neighbor. Just wanted to drop in and clarify a couple of things. Obviously a game launch is an exciting and extremely stressful time for everyone involved -- the publishing team, and the development team alike. So in the midst of the excitement and chaos some things get said that probably can sound awful out of context. It happens to all of us.

 

So let's talk a little bit about Mr. Shifty. The dev team are an extremely talented group of individuals who previously worked on games like Fruit Ninja and Jetpack Joyride. I'm not a mobile gamer myself, but those 2 specifically I've spent countless hours on in the train (also Kingdom Rush). This experience is seen in how Mr. Shifty feels. The game has a very careful balancing act of physics-based calculations that create the satisfying feeling of punching a dude in the face and seeing him fall through a glass window.

 

The original plan was to launch Mr. Shifty in Q4 last year. The game was in pretty good shape to launch at that point, but we felt like launching just on Steam wouldn’t make much sense, as the game wouldn’t get enough exposure -- so we started exploring consoles (that’s why PS4 and Xbox One were on our initial marketing -- games that launch on multiple platforms at once tend to get a ton more exposure). We’ve brought games like Party Hard, No Time to Explain, The Final Station amongst others to consoles. So as soon as we learned what the Switch was -- and how it controlled, it was a no-brainer. We wanted to bring Mr. Shifty to Switch. It made sense to release the Switch and PC builds at the same time so they’d elevate each other. 


Like with all new platforms, there are limitations and timelines. The fact that Unity and UE4 plugins actually work for 3rd party devs before the platform's launch are already a huge achievement by Nintendo and Unity/Epic.

With Mr. Shifty specifically though it's all about that "feel". The way the game was originally built, the physics are directly tied to the amount of frames per second. So if I would take the original game, and uncap the FPS -- I'd get unexpected results like a guy flying through half of the map, and the "feel" would be lost.

 

Take this into account, then a brand new platform with brand new development tools and a 3rd party engine -- and you have a recipe for disaster. But we pulled through. Somehow, through some miracle we were able to get the game out as a “first wave” title on Switch. We locked this version at 30fps for consistency in physics so we could keep the “feel” that everyone is excited about, and there are occasional drops on some production units which we're working on replicating and preparing a patch. But the fact that we shipped on a brand new platform, in light of all these facts, makes me nothing but proud.

 

I think we got very lucky with the Switches we have, as mine -- after 80 hours of Zelda -- hasn’t seen any issues, same for Shifty; I personally couldn’t get it to drop below 25fps on the later stages with a ton of enemies, other times it’s consistent 30. But as we started sending out media keys, a small number of press outlets reported major slowdowns on their consoles. This came as a complete surprise to us, and we’ve been tracking down possible issues that we’d solve with an upcoming patch. 


I'm just very sorry that the stress on everyone involved created this situation. Some things were said that shouldn't have been, and we didn’t do a good job with communicating here. I hope this post brings some context to what’s going on.

 
I’ll personally oversee the patch submission process to get it out ASAP

 

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I was going to get this on the Switch but the performance issue would annoy me.  60fps and cheaper Steam version is more appealing.  However,  if they can sort the performance issue with a patch I may prioritise a portable version.

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