yup I invited you via testflight. Monday it begins. As far as armor sets and bonus content goes: yes I would like to implement lots more armor sets, weapons, abilities, levels, worlds, quests etc. I would like to support RQ for a long time. I think a lot can be done w/ a cross genre game like this.
Here's me thinking great it's nearly Monday! Yet I have no idea what country your from and what time Monday hits for you : ( hopefully not far off UK time
Beta will be available tonight in the U.S. (We are San Francisco based). Got a few more hours of tuning to do and I'll put it up.
That's cool it's 1am here so might even be there when I wake up. Got a promo for Men at arms to keep me busy until then : )
It's been a long weekend... but I can finally say that beta is ready. Time for me to get some sleep. I will follow up tomorrow (or later today since it's 2AM). If there are any problems w/ installing the beta from Testflight please email me or PM me and I'll get back to you asap. Thanks!
Anyone else having trouble? Just installed around 500mb of updates but this game won't download keeps saying waiting and when it swaps to loading eventually it doesn't move and then pops up saying it can't download. Deleted and retried and it's just siting at a tiny amount loaded then doing nothing.
Ok it's installing right now so hopefully it'll be finished soon and all working. No idea why it was so troublesome my Internet can be terrible at times but it's been fine or everything else.
Finally got to check this out and I'm enjoying it. The combat and RPG-ish upgrades help separate it from the pack even though I still felt a Temple Run vibe to this (and not just because it's a behind the back runner, I've played more than enough to see how different they can be). But I kind of feel like The Frost does on the revives. I don't care about leaderboards and I know you've taken steps to mitigate the issue with separate leaderboards. However, going for a premium experience, the revives still feel completely out of place. IMO, it still cheapens the experience and makes it seem freemium regardless of the intent of wanting to be premium. There will still be people that just want to keep trucking along and that leads to IAPs. I know it's probably way too late in the game to remove them. I also understand your points earlier in the thread, but I still object to them myself. Overall, though, you've got a good game here. Just that one point puts a little ding in the experience.
Hey Ste86uk, Got everything working? awp69, Thanks for your first impressions. I know some people will hate the revive thing, but I do have to tell you that unlike you and me and a lot of people on this forum: without the revive option a lot of people get frustrated. I've seen it time and time again through the development process. I have had friends, testers and family members ask if I can send them a development build with more gems just so they can get further in the game. Now is that to say the game is super hard? No... I can play through the entire game and survive extremely long in nightmare mode without using a single gem. But I've seen people that can't score over 60,000 points without using a gem. Everyone is different and I feel that the option to use gems is always there if you want to. But hey, otherwise... ignore it? Even the premium temple run games like Oz use gems so I didn't think it was a make or break going that route. Everything in Running Quest can be earned without buying an IAP and I fully hear you, but hopefully you can understand why the gems exist. It's not to cheapen the experience, but to make it better for those that want to enjoy the game and simply don't have much skill when compared to a gamer like you or me. I have a great analogy demonstrating similar circumstances: My girlfriend and I just played through the entire game of Super Mario 3d World for Wii U. Now she's not nearly as good as me. In fact, she sucks. But it's fun to play a game w/ her. Now some levels we died literally dozens of times (mainly her fault haha), but eventually the game offers a special powerup that turns you into the tanuki mario and gives you invincibility. She would always go grab it to beat the level while I would get frustrated with her asking why she needs that powerup. I said: "Don't grab that thing: it's cheating!" But you know what, seeing her smile while being able to finally complete the level, even if she needed to use that cheap powerup was cool, b/c we could have fun and play the game together.
TestFlight build installed fine for me. Does the developer prefer open feedback comments here or private by TestFlight reply?
I did mention in an email but thought I'd also bring it here. The main thing for me so far is I would love an option to turn off tilt controls as I've never liked them I much prefer to swipe to change lanes. Also I added that sometimes after a stair there's a hole right away which is hard to see I know it's there now but unsure if you can increase visibility as I know they did in another runner I played. As for difficulty I don't generally like runners my favourite was epic knight I think it was called but anyway I'm not great at them as generally score chasing bores me I play for upgrades. So far I'm only up to the second world quite a way in I'd imagine and it definitely speeds up. I think a big part of it for me is my lothing of tilt controls.
Hey UndeadCow, I should have mentioned that. Thank you. Please send all feedback replies through TestFlight so that I receive them via email. I will respond to any and all. I also responded to your email as well ste86uk
Tilt One more thing regarding tilt: Yes the game is based on tilt. Running Quest is not a 3-lane runner like Subway Surfers / Minion Rush. I designed RQ from the ground up to support tilt, including the environments and track. I guess I was just a big Temple Run fan and liked that style. For the initial release, RQ won't support swiping to change lanes simply because there are no lanes and the movement is based on a waypoint system. I hope you still find some value in the game ste86uk. Thank you for the tip to remove the jump after the stairs. I got rid of it and should help the flow of things better. If anyone finds any obstacles or enemies frustratingly difficult to maneuver around please let me know. I'm looking into another few issues now, and I've also changed those other orbs back to normal in the 2nd world. By the way, if anyone has defeated Nimus yet, props to you. I'd love to know if you did.
Really enjoying this so far! I just sent some feedback from my "lovemygod" email address, so let me know if you got it! Really solid effort and with some tweaks I think this could be a hit! Of course trying to predict app store sales is like trying to guess where a cat will go in a room full of mice, but I honesty think you have something good here.
Hey MrMojoRisin, Thank you for the feedback. Yes I got your email. I also responded. In fact, thank you to everyone that has sent me feedback. I've already improved upon literally dozens of different parts of the game, as well as fixed every single bug you reported! Your efforts are helping make this game better so I appreciate your thoughts and feedback. And ya predicting the app charts is pretty tough. I mean flappy bird has been #1 on the charts for how long now? And the funny thing is I could have made that game in about a week. meanwhile Running Quest takes me a year to make? haha... maybe I'm doing it all wrong...
Hey, if you have to turn out a quick and mindless game to pay the bills and to afford to make the deeper and more developed ones, then I don't think anyone would blame you. I've been trying to think of what genres haven't been "mashed" together, since that's how it seems a lot of games are being made these days. Maybe a hidden object tower defense game? Or a slot machine fighting game? LOL, I'm sure there are still some unexploited ideas out there.
Hey christopherrocs, Unfortunately the iPod4 isn't compatible with Running Quest. I will be uploading lots of new info to this thread soon but the list of compatible devices includes: iPhone 4s, iPhone 5, iPhone 5c, iPhone 5s, iPod touch 5th Gen, iPad2,3,4,Air,Mini,Mini w/ Retina The game is optimized for iPhone 5 + newer and iPad 4 + newer. In other words, you won't run the game at 60fps on the older compatible devices but it still runs at a solid average of 35-40 fps. The newer devices all run at 60 fps and there is even more graphic fx in the more high end devices
Running Quest is nearly complete. If anyone has any last minute requests or tips please post them in this thread or send me a PM. Thank you to all the beta testers and everyone who offered their thoughts and feedback. The game has come together very nice and I'm very pleased with the final product. I will post some new media shots sometime next week in preparation for launch later this month.