Thanks for checking it out, very pleased you were so absorbed.
We really wanted to get Chipp in time for deadline, glad he was a highlight for you! Unfortunately didn't have enough time to go back in and have him do several doughnuts before he leaves like we planned. ;)
Ultra Runaway Games
Creator of
Recent community posts
Glad you had fun, thanks for playing!
Save game should ameliorate the problem, you should be able to play again where you left off after loading save. Please check which version you're playing, as we added a fix that might prevent that bug in V0.007 If that's the version you played we're going to have to keep hunting for a way to reproduce the bug.
Indeed, we didn't cap upgrade levels because we weren't sure how much money people would make, and didn't have time to add more upgrades.
Glad you were so absorbed, thanks for playing!
The coins from tips are one of our favorite features, and we're pleased to hear you appreciate them. It seems some players ignore tips in favor of sauce or damage, so we're considering how much we should tip the scales to make sure the appeal is made obvious. Thanks for the detailed feedback :)
We did ship one game on Linux because Unity offers it as an option, but we found that supporting Linux was taxing, as we don't use Linux ourselves and depend on players troubleshooting issues themselves. We don't have a regular Linux focused collaborator on the team. Since we couldn't playtest it locally or solve most issues ourselves, we didn't want to offer subpar support like that on future releases.
Really liked the graphics and the vibes! Sending guys out on missions had a real Final Fantasy minigame vibe, like Fort Condor. I liked the different animations the mascots would do depending on the mission type.
The wall of text in how to play was intimidating, but I was able to blunder my way through after a cursory skim of the text.
Thanks for playing, we're glad you had fun with it! We love getting feedback, thanks for taking the time to write it out :)
- We're planning to put together a post-mortem, and depending on feedback we're considering developing this further after the gamejam
- Every player using a PS4 controller has had issues, but we don't have one, so we're not really sure how to configure for it. We have several different Xpad/Xbox 360 style gamepads that we test with, and also an Xbox One gamepad we haven't figured out how to configure yet.
Thanks for playing, we're glad you had fun with it! Constructive critique like this is useful, thanks for taking the time to write it out :)
- We planned a fanfare for after Pitmaster is defeated as the soft ending (you can keep playing postgame for upgrades etc.) but ran out of time and didn't get it in time for the deadline.
- I wrote credits onto the game page today, had to rest yesterday after crunching the whole weekend, planning to add it in a later build
- Chipp recharges and you can fire him off pretty often, and his tips are superior and guaranteed, but I can imagine rebalancing tips in general.
- We'll look into the stack of BBQ boxes bugs. The stacking was a very last minute feature and isn't well tested, but we really wanted to get it in. Luckily they don't cause any major gameplay bugs, just graphics. I'll check if speed-up is doable
- The pickup range is pretty low but the first few level ups are also cheap compared to other upgrades. The goal was to encourage players to spend on upgrades other than money making, which was overly favored in prior builds. But I see what you mean, it is quite low initially, might shift up one
- I can see how tips didn't seem appealing to you. Personally when I playtested I went hard on tips because I like picking up coins, so I'm pretty biased. All of the upgrade costs were rebalanced in a sleep deprived haze, and likely could use more balancing.
- Will definitely look into making the AOE avoid the teleporter, that attack was also added last minute and not tested much.
Toggle between keyboard and gamepad by hitting "C" key
Dive each time you've defeated the enemies.
Keyboard and mouse controls
- Move - WASD
- Aim - Mouse look
- Jump - Space
- Dash - Shift
- Shoot - Left mouse click
Gamepad
- Move - Left stick
- Aim - Right stick
- Jump - A button
- Dash - Left trigger
- Shoot - Right trigger
Between the theming, look, sprite quality, and gameplay loop, I'd say it's a pretty appealing game. Your store page is also good at presenting it, which is more than the average gamejam game on itch.
For a one week gamejam, I'd say it's quite successful at what its trying to do, you can take pride in that. What I saw in the devlog looked interesting and exciting, and if you ever get back to it I'll check it out.
Tried it out from the big bundle. Overall quite interesting though flawed, glad to see you've been developing a follow up.
Some relatively small tweaks could greatly improve it.
Played as knight, and generally focused on melee.
I’d split the phases of the game Into early-game, mid-game, and late-game
Early-game: when you don’t have any stats maxed
Mid-game: when you have one stat maxed
Late-game: when you have more than one stat maxed
The early-game was a bit frustrating, but I also only went to the store page and read the "How to Play" around the beginning of the mid-game, so it’s probably because I didn’t know what a lot of things did. I didn’t know that P was potions, and assumed that the “defensive stance” mark was the one potion I had. The game became much more fun to play once I realized I had more than one potion stock.
Mid-game starts getting grindy and tedious somewhere between 2-3 stats maxed.
This is when one wants to be able to speed up transitions and text appearing. But this is also the point where I found the game most interesting, where I had enough valid choices in combat to make interesting decisions. Perhaps have the initials levels come faster at first to make reaching this point faster, to reduce players quitting before it gets good.
-I had a misconception that the more consecutive “Explore” actions one did, the harder battles would get, with higher EXP rewards. It appears that it is actually a random encounter table based on level/stats.
Late-game one's stats are high enough that you can settle into an optimal rut and it is kinda boring as a result. It becomes a cycle to farm EXP because all other resources are plentiful. Events become pointless because you always have full money for potions and heals and the scroll isn't useful if the stat is maxed.
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Events have an issue with text being cut off at the top, which interferes with legibility as much as the font. In general, you should break a word to the next line if it can’t fit, as it is hard to read words which have only one or two letter broken to the next line. Seems you already know this though.
Scroll event is mostly frustrating after the beginning because it it doesn’t check if you have a maxed stat before awarding — leads to many times where you get an uncursed scroll, but it is useless anyway because it increased a stat that was already full, mostly intelligence. Ironically the first time it increased a stat other than intelligence, it was strength, which I had already maxed. I got to a point where I skipped all scroll events because they were useless to me.
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Below the stats, there is a bar labelled +, which was a mystery for awhile, and is not clearly explained in your How to Play. It represents how many stat points one has, but when you have stat points, the red arrows appear, and there is no reason not to use them as soon as you have one, so I don’t understand why there is a need for a bar to track them. It is unclear and unuseful because in almost all use cases, this is 0 or 1 - where 0 isn’t useful info, and 1 is also indicated by the red arrows and thus is redundant. It would be much more useful if this was a bar that showed EXP and how close you are to leveling up again. This would factor into choices about whether to go to town and recoup or explore again in hopes of leveling up.
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I never went to town to restore mana, because it passively refills, and by the point I had spells that used it, my physical attacks were way stronger and effective. The only spell I found useful was Heal, when I wanted to save potions during battles with weak enemies. But only using heal, mana recharged before I needed it again.
In general I didn’t find battle actions other than physical attack to be optimal. I really wanted defend to be useful, but it is only useful when you are a bit outclassed, and with only two rounds of buff, and it not working every time, it was really 50/50 whether it’s be more effective than just attacking.
By the time I built up enough Dexterity for Escape to be useable, I was so strong that it was a waste of EXP to use it. The fact that using it again doesn’t roll for another chance to escape seems a wasted opportunity, especially since it is possible to encounter an enemy that you cannot defeat.
I think this could be improved if some enemies were more susceptible to magic damage, or even impervious to physical damage like the WIsp, or the Ghost. This would validate using Magic attacks, and also for characters that don’t yet have magic, validate using Escape.
I appreciate that the stronger attacks and magic are more likely to miss, but it is random enough to eschew tactics regarding it. It would be nice if it had a system similar to Chrono Cross, where the more small hits you land, the more likely a big hit will also land, up to a point.
Sometimes the transition animation would just stay up after the transition period, obscuring the text. This only happened to me after I got to mid-game but I don’t know if that’s a coincidence or not. As a result, I already had memorized the possible text and button positions and was able to muddle through. I noticed this mostly on explore events, but I think it may have happened going to town also.
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I almost made it to the ending, with Dexterity nearly maxed, and Luck halfway, everything else maxed. But I had my friend take the controller while I took notes for this feedback, and they died to an Ogre. I’m not willing to go through the grind again, so gonna miss out on the ending.
Thus, I also recommend a save system be implemented, even if it’s only one save slot. It’s simpler than implementing some kind of meta game where the early game gets faster level ups based on how many times you’ve died or gotten further in the game…
Good cause! Add Bold Blade https://ultrarunaway.itch.io/bold-blade
Maybe you'd have better luck looking at resources threads in the RPGMaker forums?
https://forums.rpgmakerweb.com/index.php
So if one has newer releases that aren't discounted as much as older ones, one may want to do a sale/bundle with multiple titles at different discounts.
older game A: 80% off
older game O: 80% off
newer game N: 10% off
bundled: 10% off the sum of discounted prices
Tried to do this withing itch.io's current sale system, did a bundle with all games at 10%, but bundled as the bundled price, and then another bundle with the deeper discount on the older title only. But itch.io's sales function only displays one bundle on the game page, so the ones that are in more than one sale (deeper discounted game A and game O) don't display the bundle with the lower discount at the top of the page.
Magical Shooter - Arena FPS cute-em-up
I've been working on a cute FPS where you fight a bunch of ghosties. You have to manage the tug-of-war battle between the light and dark energy that powers your weapons. You have a rapid fire light magic shot and a dark magic spread shot. Using your light magic makes your dark magic stronger and your light magic weaker, and vice versa. Juggle this with running around collecting power-ups and dodging attacks.
ultrarunaway.itch.io/magical-shooter
Art and UI are placeholder. Any feedback on difficulty, fun, or bugs would be appreciated. I'm also open to game name brainstorming.
For emails to buyers that are about game updates, a template function would be useful.
These emails tend to be largely similar in structure, so if I could copy a prior email (or save a template) and just change the version number and the notes about what changed in the version, it could save some time.
Bold Blade, the bitesize pixel art action RPG where your sword keeps getting bigger! Pursuing the legend of a sword powerful enough to fell mountains, you journey to a remote island populated by demons.
Make your sword as huge as you want! What kind of sword is your favorite?
Balanced all-rounder
The longest blade
Wider than the ocean
If your sword alone isn't cutting it, purchase a variety of items to boost your passive abilities.
Or make offerings to the gods to improve your stats.
Enhance your swordplay with a variety of psi powers.
Blast them away!
Heal your wounds!
Shock your enemies!
Want a change of pace?
Play a round of Bug Boshers, a fast paced defense shooting game.
Oh cool, sounds good.
Thanks for the info about sales, makes my life easier to set and forget, haha. When you get around to sales scheduling, it might be nice to have it integrate with the tool that e-mails prior customers, to say something like: "game you liked is on sale, maybe tell your friends to buy it, share sale link, etc."
Have you seen the sales management page for Humble? It has a good selection of features.
So I was setting up some seasonal sales after getting the sale reminder e-mail. But while setting them up, I noticed there aren't any options to customize the sale page, the way one would for a store page.
It would be nice to customize to either make the sale page cohesive with the game pages or to add sale specific graphics, like seasonal backgrounds for seasonal sales. Autumn leaves, snowy drifts, icicles, hot cocoa, flowers, rainy streets with umbrellas, sandy beaches, that sort of thing. Being able to overwrite the sale title with a thematic banner would be great, too.
An option to copy the page customization from one of the games/products included in the sale would be amazing, as it would save people time making all their pages cohesive. Font, bg image, colors, etc could all transfer over. The left hand side of the sale page could have identical settings to the game page, and the right side could have a darker/lighter bg.
Tangentially, could we have a setting to schedule sale visibility? Right now the only way to keep a sale private until the start date is to keep it a draft, but I'm prone to forget to come back and set it live.
Ex: Dev wants to have a simultaneous sale on itch.io to coordinate with other storefronts, but the dates of the sale on other storefronts is supposed to be kept private until it starts. If there was a third setting besides Draft and Publish, like a "Schedule" setting that would go live either at the start sale date or a customizable Publish date, then a dev wouldn't have to worry about agreements with other storefronts.