Thank you! Appreciate it 😊
I.M.I.Self
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What could've happened is that the turret still saw you when the doors were closing and managed to land a shot on you that then killed you. Which is unfortunate, but it can happen. However, we can try to optimize the game to ensure that deaths that seem unfair don't happen as frequently. Again, thanks for trying the game out, and for the feedback! :D
Thanks for the love! ❤️ Hoping the grind for those ranks go well :D
Also, we will hopefully get around to making a level editor in the near future, it just takes some time to make. But, it is a goal of ours to make a level editor and add modding support at some point, so I hope you stick around for it!
Hey! This seems like it could either be an issue on Opera's end or on Itch.io's end. Downloads are working fine on our end. Other people might be having issues with downloading this game and others potentially, so we'll keep an eye out for that.
I'd maybe try to restart Opera and try again. If that doesn't work, maybe even restart your PC and try again. If all else fails, just wait a little bit before you try downloading again. It might just be an issue on Itch.io's end.
Let us know if you have any other issues! 😁
From a quick Google search, it seems that the Unity Input System (which is the system the game uses to handle player input) tends to struggle with Switch Pro controllers on Windows and Mac, sometimes reading a single press from A / B / X / Y as a continuous press on all of them, and sometimes just registering random inputs.
This is most likely something we can't solve ourselves, this is most likely an issue for Unity and their team to solve since they know the system inside and out, and any changes we might try to make to the system could cause issues.
What I might suggest is trying to connect the controller via Bluetooth rather than using USB, if you haven't already tried to do so. That seemingly works better sometimes, but not guaranteed.
Thanks again for pointing this out to us! This will now be listed as a known issue in our changelogs and we'll keep track of this issue and let everyone know once it has seemingly been solved. 😁
That seems odd, the default binding key for interacting with items should be the B button, not the A button. 🤔
Everything appears to be working fine on my end, so this might be some weird anomaly with the Input System, but I don't really know XD
Quick question, Are you using an XBOX controller or another type of controller? I've only playtested controller bindings on an XBOX controller, so there might be inconsistencies between different controller types.
Thanks for playing the game though! If I find out what the issue might be, we'll get around to fixing it. And I hope you stick around for Chapter 2! 😁
Thank you! We're getting closer to being able to develop the levels for the campaign, so hopefully, it won't be too long until you can play Chapter 2. 😁
You can actually close the settings menu using escape, but only in-game when you've paused the game. The ability to close the settings menu in the main menu will be implemented next Hotfix release. 👍
Are you talking about Level 1-4? 1-5 is not a level in the game, so I would guess you were referring to a specific stage in one of the levels, perhaps? The format for levels is CHAPTER-LEVEL, and each stage of a level is just referred to as Stage X.
Jumps should be registering as long as you're grounded to a surface, or wallclimbing/wallrunning. It might be the case that you're jumping either too early or too late, or there might be an issue with either the Player Movement or, worst case, an issue related to Unity's Input System. But without specific info, I can't really help too much, sorry!
What I would suggest is to practice jumping in the Sandbox level, and if you're still experiencing persistent issues with Jump inputs not registering, please do let us know! Thanks for giving the game a try!
SPOILER WARNING! Includes descriptions of where all the Uplinks are hidden.
The Uplinks in this game are cleverly hidden. Sometimes they are hiding in plain sight, sometimes they are hiding where secrets lie. If you're struggling to find all the Uplinks, here are a few tables showing you where the Uplinks are!
There are a total of 29 Uplinks to be found in the game, and you can earn a maximum of 41 Upgrade Points currently.
Level 1-1
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
1 | 1 Point | In the player's cell, underneath the bed |
2 | 3 Points | In the hidden kitchen, accessible through the vent |
3 | 1 Point | In Stage 1, to the left of the last spikes |
4 | 1 Point | In Stage 3, hidden in a corner of the left hole |
Level 1-2
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
5 | 2 Points | In Stage 2, inside the cursedMax.jpg room |
6 | 1 Point | In Stage 3, hidden behind the Unclimbable Walls in the middle |
7 | 2 Points | In Stage 4, on top of the Door Indicator |
Level 1-3
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
8 | 1 Point | In The Hub, inside the secret hideout |
9 | 1 Point | In Stage 2, behind the left room with the turret |
10 | 2 Points | In Stage 4, on top of the Door Indicator |
11 | 1 Point | In Stage 5, in the top left corner of the maze |
12 | 3 Points | In the Catwalk room, to the right of the "Emergency Stairs" door |
Level 1-4
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
13 | 1 Point | In Level 4 Lab 1, on the Wooden Table |
14 | 1 Point | In Level 4 Lab 1, on the Wooden Table |
15 | 2 Points | In Level 4 Lab 2, on the Left Single Counter, behind the Microscope |
16 | 1 Point | In the Stage Bathroom, in the 2nd Stall |
17 | 2 Points | In the Stage, in the trashcan under the Top Right lower office desk |
Level 2-1
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
18 | 1 Point | In Stage 1, peeking out of the first bathroom stall |
19 | 1 Point | In Stage 4, in the corner of the hallway with the moving lasers |
Level 2-2
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
20 | 1 Point | In the Hub, inside Danny's hideout |
21 | 1 Point | In Stage 3, in the observation room |
22 | 2 Points | In Stage 4, in the obstacle course. It stands on top of one of the lasers in the upward tunnel. |
Level 2-3
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
23 | 1 Point | In Stage 1, leaning on the catwalk railing behind the Security Bots camping spot |
24 | 2 Points | In Stage 2, hiding in the trash can |
25 | 1 Point | In Stage 5, balancing on the ladder |
Level 2-4
UPLINK # | POINTS AWARDED | LOCATION DESCRIPTION |
26 | 1 Point | In the IT & Overwatch Manager's Office, on the table |
Miscellaneous
UPLINK # | LEVEL | POINTS AWARDED | LOCATION DESCRIPTION |
27 | Sandbox | 1 Point | Hidden in between the holders of a railing |
28 | ML-1 | 2 Points | Hidden behind the invisible wall in the starting room |
29 | ML-1 | 1 Point | On top of the tree in Stage 1 |
That could be neat, and we do already have plans to implement turrets that can walk around, although I'm not certain that the waiting aspect would mend well with the fast-paced aspect of the game, but hey I might be wrong XD
Everything else sounds really good though, and hiding from the walking turrets will certainly be a means to get away from them apart from running, just like you can hide from the Roof Turrets (which is the name of the "shoot camera" you're referring to👍)
Thanks for the feedback and ideas!
Thanks for the kind words! Always happy when people recognize even the smallest of details like the responsive FOV or the room effects 😁
As you have indeed noticed, we are aware of large objects potentially blocking the player's field of view. I'll be on a small vacation next week, but we should still be able to push an update by the next week that addresses some problems that players have noticed with the pickup system. :)
We do recognize that some of the Time Trials are a little too challenging, so the next update should contain some adjustments to make a select few of them slightly more lenient. (Especially the one in the last level of 1-3, I was apparently feeling like a really evil bastard when making that stage XD)
Thanks again for playing the game, and I hope you stick around for Chapter 2 and beyond!
Thank you so much for playing! It is a bit of an uncommon genre combination to try to execute, so the fact you think we managed to nail the combination means a lot to us. :D
The wallrunning does require a bit of practice to nail, which is why we decided to include a Sandbox level so that you can practice on it without any sort of time limit. We will also strive to adjust the wallrunning to be smoother if we can find any good ways to do as such :)
About starting the wallrun moving down immediately: that's most likely because you're probably looking slightly down when initiating the wallrun, which is by design.
You can in fact slightly control which vertical direction the wallrun should go; If you look slightly upwards, you start running up the wall, and if you look slightly downwards, you start running down the wall, and if you hold it more straight, you'll run in a straight line along the wall. And you can change the vertical direction at any point during a wallrun simply by adjusting where you look! The indicator to the right of the Stamina bar lets you know which trajectory your wallrun is following.
We wanted the change of vertical direction to be responsive and not delayed, so that's why it goes in the specified direction immediately. We find that most people don't have any issues with that, but if people do, we can certainly adjust it to more smoothly transition between the directions!
About having a mode that doesn't have time: That's not a bad idea at all! I think a mode where Time Trials are deactivated could be great for not just those who find them stressful or too hard to accomplish in time, but also people who generally prefer to take their time when playing. Great feedback, that's been added to our to-do list for sure!
Thanks again for playing our game! I hope to see you return back to it once Chapter 2 comes out!👋
The last level is challenging. There are two monitors on the level, one that shows the 1st and 3rd number of the code, and another one that shows the 2nd and 4th number of the code. The tricky part is combining those two hints to get the full code in time.
Also, just a friendly reminder that the code changes to a random new combination every time you respawn.
If you think the error might be because of a bug, please do let us know, but to our knowledge, there shouldn't be any issues inputting the code.
Thanks for checking out the game!
Thank you so much for playing and sharing this! It’s always a bit of a challenge at the start, but practice makes perfect if you wanna get those golden letter grades XD
Your gameplay has also been really insightful, we are trying to find a solution to picked up objects being too close to the camera to see much and by next update, it’ll be made more clear whenever an object can be interacted with (especially those keycards, oh god how could I have forgotten to indicate that you can in fact pick those up)
Thanks for checking out the game, and I hope you decide to check us out again sometime soon! 😁
Thank you! We are aware of this bug (shoutouts to everyone else as well who pointed it out), and a solution has been found and will be patched in the next 1.2.0 version which should be out sometime early next week :D
It's seemingly a miscommunication between the elevator and the Unity physics system, so if the FPS is low enough so that the Physics systems clock is heavily desynced with the games clock, the player ends up sorta clipping through the elevator floor.
Thanks for pointing that out, it'll be patched next update!👍
I have watched your VOD playthrough of the game, and it was fun but I definitely noticed that a LOT of adjustments could be made to make sure the introduction to the mechanics of the game is more clearly communicated, especially when it comes to wall-running. Thanks for the stream, it gave me some good insights into what could be improved with the game for the upcoming update :D
Thank you! We were kinda wishing that this would have some sorta stream or YouTube appeal to some degree, so I appreciate you streaming the game!
We have been trying to find some solution to objects being in the way as that has been something that my playtesters and I have noticed as an annoyance, but we've had some technical issues with getting something like this to work without looking graphically odd. We will try to prioritize and come up with some solution, but probably won't be done in time for the "Update Upgrade". Thanks for the feedback though, and know that we'll figure something out eventually :D
Thanks for playing the game, and I hope you do stick around as we have some plans for future chapters of the game! [ we might've already finished writing the script for Chapter 2 ;) ]
Ahh, sorry about that. This is our first proper game, so of course we didn't think it was gonna be perfect. Sorry that it wasn't up to your standards, but we did try XD
If you do have any more detailed constructive criticism to give about the dynamics of the game, the movement or anything else, please do! We want to make the game as good as it can be, so any feedback at all is appreciated :)
Either way, thanks for trying the game at least!
Hello! We've just released the first chapter of Just Keep Running, a puzzle-platformer attempting to combine the problem-solving aspect of games like Portal with the quick parkour/freerunning movement of games like Mirror's Edge.
The game can be downloaded here: https://imiself.itch.io/jkr
You can check out the gameplay trailer to get a quick insight into what you might find in the game!
We are very excited about this release and hope that it finds a loving (if tiny) place in your heart :DYou can play through the game for free on PC and Mac, and we'd appreciate it if you could give us any feedback, either through our Google Form (which you can access in-game) or through our Discord server!
Thanks for checking us out, and I hope you have a blessed day!