Runner Game Demo Update
Hello everyone after a lot of fixing and adding new things here is a bit more resemble product of my game.
I suggest starting a new game, SO ENJOY!!
And if you did not checked it out yet... where are you waiting for, follow the link here!
https://darkdeathgrace.itch.io/drda.....ey-runner-demo
Or maybe you can press update in the itchio app.
I suggest starting a new game, SO ENJOY!!
And if you did not checked it out yet... where are you waiting for, follow the link here!
https://darkdeathgrace.itch.io/drda.....ey-runner-demo
Or maybe you can press update in the itchio app.
Category Other / All
Species Unspecified / Any
Size 630 x 500px
File Size 135 kB
Yes if you touch enemy you are doomed.
but later you can shoot enemys, but main idea for the game is you run and dodge enemys like sliding and such.
maybe later I make a protective orb as I said this game is still in the making so I try to add as much as I can ^^
but later you can shoot enemys, but main idea for the game is you run and dodge enemys like sliding and such.
maybe later I make a protective orb as I said this game is still in the making so I try to add as much as I can ^^
I had a platformer made in flash, so i made like 10 enemys and boss but in the end it was all for nothing, so i am gonna put those squash animation as rewards in this game so its not all for nothing.
and since Aaron doesnt give a fuck about me i am not gonna put jeager in this game, he never finished his trade with me, so that is all over
and since Aaron doesnt give a fuck about me i am not gonna put jeager in this game, he never finished his trade with me, so that is all over
I think it's a little too late to say that... Flash is ALREADY dead! It's not getting any deader. And yet... it's not impossible to continue using it anyway ;) It would probably be a bad idea for anyone to continue developing new Flash projects... but what's already there isn't going anywhere!
Look, the game looks awesome, they game has awesome themes, and I know you're really good at games; but I'm not. I didn't grow up playing games, and I don't play many nowadays. I really want to enjoy the game, but it's difficult to enjoy when I only see so little of it over and over again. I barely get past the red dragon and then when I do, I never get past the hot metal or fire.
It seems like a really hot and fun game; it just sucks that I can't enjoy it as much because I'm not skilled at games.
It seems like a really hot and fun game; it just sucks that I can't enjoy it as much because I'm not skilled at games.
(For whom it may concern, this comment details some of what the new update entails, if you consider that a spoiler, don't read.)
Ok, so I was told to try out the new version, and I must say, I am pleased by what I see.
First, you added those shortcuts you were talking about, and they are nicely placed too. Helps reduce the game's unforgiving nature somewhat, but keeps the challenge, good job!
Second, although this is not certain as I only did minimal testing based off memory. Did you try and fix some of the platform jank? Cause I am not falling through vertical moving platforms or the falling ones nearly as often as I remember. You can still fall through the fast moving platforms, such as the one in the castle stage. But if you tried to fix the jank, you're doing a great job so far!
And third, you made the demo a bit more engaging by adding hidden ray parts throughout all the levels, they were placed really well in my opinion, and I actually did have a fun time finding them all!
So, thumbs up to you! This update alone has already helped me enjoy this project quite a fair bit more! Keep working on it, and hopefully it will only get better.
Ok, so I was told to try out the new version, and I must say, I am pleased by what I see.
First, you added those shortcuts you were talking about, and they are nicely placed too. Helps reduce the game's unforgiving nature somewhat, but keeps the challenge, good job!
Second, although this is not certain as I only did minimal testing based off memory. Did you try and fix some of the platform jank? Cause I am not falling through vertical moving platforms or the falling ones nearly as often as I remember. You can still fall through the fast moving platforms, such as the one in the castle stage. But if you tried to fix the jank, you're doing a great job so far!
And third, you made the demo a bit more engaging by adding hidden ray parts throughout all the levels, they were placed really well in my opinion, and I actually did have a fun time finding them all!
So, thumbs up to you! This update alone has already helped me enjoy this project quite a fair bit more! Keep working on it, and hopefully it will only get better.
correct, this is more in line in what my game should be, you can activate shortcuts and if you are hardcore you can ignore them (maybe add in a reward or achiefment would be nice)
the platforms are all fixed, instead of checking colission with 1 a 3 pixels i made it 10 so its impossible to glitch trough anymore, the platform in the tower seems glitched but you really have to jump ON it and not on the little platform under it so it looks like you glitch trough it happen to me a few times.
yes more little things like that will be added more i am still missing 2 levels so the 4th part you collect before boss will be placed somewhere else.
and thanks!
the platforms are all fixed, instead of checking colission with 1 a 3 pixels i made it 10 so its impossible to glitch trough anymore, the platform in the tower seems glitched but you really have to jump ON it and not on the little platform under it so it looks like you glitch trough it happen to me a few times.
yes more little things like that will be added more i am still missing 2 levels so the 4th part you collect before boss will be placed somewhere else.
and thanks!
yes but those are all in the final version, the updates and stuff are all over for this demo, so next release will be the full thing.
with the diamonds you collect you can buy boss battles and lives and bullets squashes etc, but I have no idea how to put the enemy animations in a unlockable video or something ^^;
with the diamonds you collect you can buy boss battles and lives and bullets squashes etc, but I have no idea how to put the enemy animations in a unlockable video or something ^^;
There are more stages to come right? Cuz after the first boss battle we obtain the slide ability which I still don't know what it is for. And I'm pretty sure we'll have more boss battles. Oh, and is there any way to continue old saves in case a new update comes? (This is the first time I saw this game. Yep didnt see the first demo. XD) also, I really think your level designs are quite awesome. And not to mention, you also pay attention to other game over animations such as falling into the bottomless pit. I love a lot of things about this game. Keep up the good work.
well no more free updates the next release is the final game, and this demo is just the first glance on what is to come.
as for saves, no the game is gonna change a lot and it will be game breaking so just start a new game ^^
and well this game is 100% made my me. only the hub world music is made by skunkmantra.
and yes I love funny death animations there are not a lot of games who have them
as for saves, no the game is gonna change a lot and it will be game breaking so just start a new game ^^
and well this game is 100% made my me. only the hub world music is made by skunkmantra.
and yes I love funny death animations there are not a lot of games who have them
Even Crash Bandicoot lost his death animations after his 3rd game (except tag team racing). And death animations are really fun to see no matter which it is. Hahah
Also been planning to create a game btw, but I still don't know what type to create it as. Started planning for VN, but the options got out of hand before I even started coding it. Chapter 1 story preparation is already there. Other world language is there. Full story plan also ready. Now all that's left are game type, music, and sprites.
Also been planning to create a game btw, but I still don't know what type to create it as. Started planning for VN, but the options got out of hand before I even started coding it. Chapter 1 story preparation is already there. Other world language is there. Full story plan also ready. Now all that's left are game type, music, and sprites.
A fantasy type with branching stories and life stuff. Basically a game that shows how choices can easily tamper with your story and personality. About an anthropomorphic dragon that got banished by his own clan because of his difference that is being anthropomorphic. Later learned magic from a human because apparently his body has magic affinity which allows him to use magic like most humans. Then trained to show his worth. According to the first choice we can go through a whole different story. And no choices are 100% right or wrong because that's how life is. And that's the gist of the game I'm hoping to create. It suits to be visual novel but, I kinda wanna make more because I think it has the potential to be better than just a visual novel.
the stories are honestly gonna be mostly in vn style, because I don't have the time needed to animate it all. I would definitely animate the character movement if I were to make it rpg or anything that would need character movement. My problem is that I still don't know what to make. I don't know if I should just stick to visual novel which was my original plan, or change it into rpg or other kinds of adventure game either it be 2d or 3d.
the boss is infuriating, i can see how to beat him but the opportunity rarely happens. getting him to walk all the way to the far end of the chamber is almost impossible to do without a little luck. another issue with the boss fight is if he discharges the electric orbs before making a dash you are stuck, the orbs move slower than his run speed which usually results in having no chance of dodging his attack =/
I had a fun time with this, but every time I got to the fires, they were synchronized differently (not sure if this was intentional or not). Also it took a while to get a feel for when the damage starts and ends, and I feel that this could be fixed with a better visual indication of that.
That area was also difficult because I hadn't realized the blue pipes were part of the foreground and not actually part of the platforming, and I feel this could have been better communicated if the blue pipes were more blurry, darker, or a more muted color. Maybe that's just me though.
And I had a hard time finding out where to get the second key after the first part of the red dragon chase, once the elevator was activated, because the moving platform through the acid wasn't there and was actually hard to notice. If you're going for a Metroidvania type of deal here, it might be helpful to have a map of the place sort of like what Super Metroid has, where you can see if there's an item somewhere (without knowing what the item is). I also didn't end up finding 2 of the pieces of the gun by the time I got to the skunk, and was able to fight it anyway. I don't know if that's a bug, or intentional or what.
Also what's the deal with the gems?
Loved the gryphon on the castle roof, by the way!
That area was also difficult because I hadn't realized the blue pipes were part of the foreground and not actually part of the platforming, and I feel this could have been better communicated if the blue pipes were more blurry, darker, or a more muted color. Maybe that's just me though.
And I had a hard time finding out where to get the second key after the first part of the red dragon chase, once the elevator was activated, because the moving platform through the acid wasn't there and was actually hard to notice. If you're going for a Metroidvania type of deal here, it might be helpful to have a map of the place sort of like what Super Metroid has, where you can see if there's an item somewhere (without knowing what the item is). I also didn't end up finding 2 of the pieces of the gun by the time I got to the skunk, and was able to fight it anyway. I don't know if that's a bug, or intentional or what.
Also what's the deal with the gems?
Loved the gryphon on the castle roof, by the way!
keep in mind its a demo and really early accses.
gems have no purpose yet.
and later I shall have indicators what to collect in each level, like crash bandicoot did.
the lazer gun is just a extra for people who got all the piece it deals 2x the damage and can travel trough walls
gems have no purpose yet.
and later I shall have indicators what to collect in each level, like crash bandicoot did.
the lazer gun is just a extra for people who got all the piece it deals 2x the damage and can travel trough walls
but the life in the corner is not a checkpoint dude I dont have checkpoints in the game only shortcuts, the only like checkpoint is scene transition.
And you are really the only one having TNT issues I already cut down the particles with 75%, so I dont know what is going on
And you are really the only one having TNT issues I already cut down the particles with 75%, so I dont know what is going on
well, have finally been able to play it after all these months and all i have to say is absolutely fantastic job dude, although i do have to ask i am facing the skunk and i don't know how to beat him once he goes quickly at half health because he goes faster than the player, like are we meant to jump over him or are we meant to find the right distance and beat him to the end where he gets tired?
overall though absolutely fantastic job
overall though absolutely fantastic job
I really like the game, but the lack of checkpoints is really brutal and it leads to frustration while playing. If you want to make your game hard intentionally then try to smooth out the controls at least becasue they are quite unresponsive and the character won't jump at times which can really ruin the gameplay. But other than that i do ilike the game and i know that's it's just a demo, but i'm hyped for new content!
I got you all covered.
All those points you mentioned are updated in final release.
The demo was first playable build, since then a lot of background work has been updated and added.
In full game you can talk to Xith and choose easy mode that will allow checkpoints to be active.
All those points you mentioned are updated in final release.
The demo was first playable build, since then a lot of background work has been updated and added.
In full game you can talk to Xith and choose easy mode that will allow checkpoints to be active.
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