Thanks for the report! I will forward it on.
MintPaw wrote:It seems like the bug tracker is private? I'd rather not spam the bug email address with probably commonly bugs. These also more of just polish things so I guess I'll just post them here.
Don't worry about that, we can dedupe
It's more work for us to transfer things from the wolfire forums, steam forums, twitter, discord, youtube, etc than to resolve dupes in the bug tracker, so feel free to send the email even if it might be a dupe.
MintPaw wrote:1. The mouse input is laggy, it's especially noticeable in the menus.
We were experiencing slowdowns during the main menu, so we did some tweaks to improve the framerate. It is possible this negatively impacted things too, but it looked good in our testing. If you want to help us narrow this down, and have the game registered on steam, you could try switching to the "previous_alpha" mode and see if it improves things for you. Library -> right click Overgrowth -> Properties -> Beta tab -> switch from "NONE" to "previous_alpha".
Emailing and letting us know your hardware info might also help us isolate this (CPU, GPU, all the game overlay programs you are using, what monitor you have, if you have vsync on, which display mode you're using, etc).
MintPaw wrote:2. The mouse sensitivity scale should be brought way down, the ideal sensitivity for me is somewhere between 0% and 2%, I can't see how anyone would be able to play with 5%+
I think this was tweaked when high DPI gaming mice were less common. I play on 2% or 1%, depending on which gaming mouse I'm using. The higher settings tend to work well on touchpads, though, and I suspect they also work well for older mice. We'll think about this change.
MintPaw wrote:3. This "Press shift while running" thing stays on the screen way too long.
It is a little annoying to me as well, but so far very few people have complained about it. We might not bother fixing this since you're not doing anything while running through here. But we'll think about it.
MintPaw wrote:4. There are a random stutters sometimes that feel like shader compilation or garbage collections, not sure anything can be done about that though.
There's both some random loose asset loads, and shader compiles. We can fix the asset loads already, and just need to be a bit more thorough. We are also thinking about being more careful with explicitly listing and precompiling shaders on level load that end up compiling mid-level. That requires some risky and possibly extensive work, so we'll see. It's definitely high on our wish list, so we may be able to make that happen.
MintPaw wrote:5. The camera seems to instantly rotate about 90 degrees randomly. Let me know if you want to see a recording of that.
If you want to mess around with it, you could try changing the "raw mouse input" setting, or switching to a different display mode (switch between windowed full screen or true full screen).
We haven't quite figured out how to reproduce this reliably, and different equipment seems to affect it. Swapping display modes (windowed to fullscreen) also might affect it, but we're not sure yet. If you are seeing this during gameplay, let us know if you figure out a way to reliably reproduce it with various settings, starting from when you launch the game. Restarting the game has sometimes also seemed to make it go away, hence why it's been kind of hard to nail down.
MintPaw wrote:I've only played up till that screenshot so far, but things look good overall, you must have been secretly cooking up the story mode for quite a while.
Thanks! We started it in December of last year. It's been a pretty open secret, and has been available to play (work in progress) since I think beta 2 or beta 3 via the "File" menu. We didn't make it super easy to find because we didn't consider it quite good enough for a flood of feedback (and spoilers) until this Beta. You couldn't even beat the final level until a few weeks ago