Ohai,
So the Whole thing was going down for some time, about the time of steam release,
The idea was to cling to the same audience of folks on low end side of pc specs, Who were looking for free games, instead of upgrading the game to keep/make it interesting for the core audience of folks on a more creative side, who consider the game as unique UGC where you can express your creativity by coming up with moves, textures, art on forums(clan Pages) etc
So as youve noticed, different direction was taken
Then when low end free games market got saturated, there was no reason for New player to pick up toribash
It is already 2023, so marketing the game differently would not help
What i was proposing during early stages of tbn developement was to avoid the trap of making the same game on the different engine, but keep the idea and streamline the executuion
Changing controls to something more close to ragdoll animation, instead of joints,
https://forum.toribash.com/showthrea...+system&page=9
Tl;dr
Key feature of toribash is UGC, be it animation/textures/art
But mostly animation in multiplayer, kinda definitive feature, instead of doing animation in bender alone, you participate in it with some body on the net at the same time, failing miserably and getting better with time
To be fair im a bit surprised tbn is still not out
Toribash was introduced in pre-mobile time, now we interact with Web very differently, and barely use computers for anything outside of work, so clearly old control scheme and pc-centric aproach is severely outdated
The idea is still solid and unique, it Just need a different execution entirely
Its pointless to ask why the game is not relevant, or how to make people get into game, or how to market it better when the environment changed completely
Kinda obvious
Last edited by snake; Jan 28, 2023 at 07:29 PM.