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can you pls add mobile controls so I can enjoy it without Bluetooth 

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Dont click the account thing it's creepy 

???

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can you make this in the browser or crome os compatible i only have a cromebook

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name the pikit controller clikit and make it so i can keep it forever

How many levels are there in this version curently?

2

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for some dumbass reason all of my pc "firewall" think this is a virus

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its normal, because there is some information missing when exporting the project, windows will just assume its harmful, gotta figure out how to fix that.

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the game is just slow. don't know what else to say, the movement just doesn't feel good. there might be potential in this, it is only the demo after all but I don't have much hope for it.

The movement is already being worked on, the new demo is gonna release in a few weeks hopefully. I made the movement less floaty and I will find out some movement mechanic that is simple but makes it more fun to move around and speedrun.

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nice to hear that the movement is being worked on! Btw is it possible you can make so that you can dive while on the ground? It feels weird like how it is now where you can only dive while in the air.

thats exactly something I am working on!

question, will the game be available on a page or for mobile phones? 

Not planning to at the moment

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How do you dive on keyboard?

It says on the page which buttons do what

on KEYBOARD the movements page is only CONTROLLER 

It literally says all the keyboard buttons right underneath the controller button layout image

I just wanted to say if you turn around right before you die you end up glitching through the wall/obstacle

Never saw this glitch, thanks for letting me know!

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I think it would be cool to add the option for a "hardmode", where the lives would count down and the signs wouldnt save like the original, or even remove some shortcuts. also sick game btw

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where is deez

Deez what

NO YOU FOOL!

DEEZ NUTS

(1 edit) (+2)

I ABSOLUTElY LOVE THIS! The only things I would personally recommend is adding separate signs for keyboard controls, and a way to communicate to the player that you can get a bigger horizontal walljump by holding the button down instead of just tapping. While the kinda slippery controls do match the character, it doesn't really blend well with the tight levels as there are plenty of times where poor little Runmo just slid into spikes, which is kinda annoying. As far as that I do really like this so far and I can't wait to see what's next!

Thank you for checking this game out. Im glad u enjoyed it so far, I am currently working on improving the controls and finding out some better “physics” so its more intuitive.

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Wow, that was so long ago, and look how much this game has grown! This is just amazing, and the fact that you let this game be open source is awesome too!

hey, ye I think u played one of the demos I released back then, cool u came back. also its not open source, the project file is just available for others to mod. Open source would mean everyone can take it and have full rights to it, meaning they could make their own game and sell it, which I do not support.

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i suggest making revives act less like revives and more like collectibles dotted throughout the map since there isn't really a revive system in the game (and also revives just suck in the modern day where games don't need to be stupidly hard to make the game last more than 30 minutes) an example of a spot in the first level would be in the spike pit there are coins used to guide the player to a dash walljump i jumped down to see if there was anything but i couldn't find it and if something was there the controls were too slippery for me to do anything about it.

tl;dr turn revives into collectibles and make the controls smoother 

Thanks for checking this game out. Currently already working on better controls. I dont quite understand tho what ur referring to when u say the revives should be collectables?

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I think they mean the extra lives? Personally, I think the final game should just have an option to play with/without unlimited lives.
Making lives act like collectibles sounds interesting, I guess if you wanted to you could track how many lives were found in each level so completionists get a sense of accomplishment for finding them all

thanks for clarifying my point, i was thinking of that in a lore sense since we did see that lives were used to make juice for the kings live off of before runmo did a runmo

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I like it but I do have two small suggestions, One make the springs have friction, they're too small for the bouncy-sliding that happens on them to work, & it just makes it a chore to jump on them. Two, map the dive button to just also be a jump button. I don't know how this feels on controller, but I'm using a keyboard & it's rough on the fingers. It just feels like a weird double jump, so I'd suggest you make it that. Or dont. Not like either of these ruin this game, it's very fun, even in this demo experience. All the other controls feel nice & fluid & the artstyle is lovely.

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Thanks for checking the game out! I appreciate your feedback. I am currently working on the character controls to make them feel a bit better.

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Enjoyed both the levels even if unfinished. thought the difficulty was good. Great so far can't wait for the full release

(2 edits) (+1)

i think some ideas could be input to the game majorly. some progressive (unlockable) abilities, possibly boss battles (more than what was just seen in the film), secrets (or secret boss battles), unlockable characters, like the "jumpmo" you would see in the film (spoilers btw sryy). If you need help developing i can help, i dont have much experience with game developing at all, but i need some more knowledge and expertise before i can start making my own games. i am able to make alot of good ideas for games though, being a "natural at theorycrafting" (my friends say that).

edit: i just saw it uses godot engine, but i use "gamemaker studio 2", so if you do end up accepting, im fine with switching dev-tools


if you do end up needing another developer, my discord is "The Game Squad#8371" if you want to contact me

Thanks for checking the game out! The scope of the project is already set, I wont be adding anything like unlockable abilities because its not a metroidvania. “Bosses” will also not be part of it, tho it will have the bigger characters as enemies. And Im glad to hear ur interested in doing gamedev. The game is a solo project and I dont work with anyone else on it. I appreciate ur interest in it tho.

(+2)

I like it but the controls feel a tad clunky, makes even the tutorial infuriating to play through, didn't manage to finish it

(+1)

Im working on it!

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BTW, the level design is amazing, and the pixel design is pretty, but the level one is "kinda" harsh, due to the lack of checkpoint and the level being so long. And also, you can't complete the tutorial level. Hope the feedback helps!

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Thanks for your feedback and for checking this game out! The levels in the demo are in general pretty generic, I didn’t put much time into them because they are just for the demo, so in the full release I will put much more thought into them. The “Tutorial” cant be beat yes, but no level can be rn, because there is no level ending screen or anything like that yet.

Has this changed? I've been reading through every comment to see how to get past the tutorial, as Ive now collected everything I could find. I know I can go into the account for another level, but Ill need to lose all my glorious progress

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Hey, is it possible to become a part of this project? I've also started learning game development on the Godot engine that you are using. I kinda already have the experience, and have the base knowledge of how to program a standart feature for a game AND I can understand how that feature is working, which is also an important aspect in programming. Hope you'll review this comment and think about it. 

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They that is very nice, we need more Godot devs, the engine is really accessible for new people especially. While I am not needing any people to help me with the project, you can still join our Discord and share your thoughts or just hang out, we got some other devs there, and even two people who also work on a runmo game themselves!

(+1)

very nice, tutorial kinda sucked tho. I died, like, at least 150 times. (idk maybe I'm just bad at bideo games lmao)

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Ur, not the only one. While some people found it not that hard, a lot of people found it hard. It is not an actual tutorial that will be in the full game, its just for the demo, and the difficulty in the full release will be much smoother.

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They even have the life extraction point at the bottom of the og hole from the animation such a good detail

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I loved the animation and the game is even better

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I like this, it's very cool.👍

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silly observations: 

1.1 repeatedly crouchjumping has just a bit faster speed than walking and you can full height crouchjump by buffering one after a dive,, makes actually just walking feel a bit silly
1.2 this means its basically just a run button with marginally higher execution barrier and risk
1.3 the dive feels more natural at this crouchjumping speed than the walking speed where it feels kinda jerky / just a bit off with the larger momentum shift

2.1 death time is a bit annoying,, not end of the world and im guessing its a reference to the video or somethi but i havent seen
2.2 trap cycles not being reset after deaths feels a bit weh (think like celeste if youve played that)

3.1 springs in the tutorial took me a bit to understand that u just have to hold space and not time it or fall from a high enough height onto them,, not a huge problem but wawa
3.2 the non-jump spring bounce sends you nowhere at all anyway so idk why youd have that system in the first place (cant think of many places where that would lead to interesting level design) (again compare to celeste where its the other way around bc you have to make a conscious effort to not get bounced by springs bc usually you do want to be bounced and not just kinda stay in place)

Hey there thanks for the feedback and taking the time to play the game! I can give you some quick answers to the points you made!

1.1 This is intentional and is meant for people speedrunning the game and who like to go a bit faster. Its not like you have to do it. But I felt myself that I can speedrunning more fun if I add some other ways to move faster, I will not add a run button because that was already part of it in the beginning, but it had no real point was hard use with all the walljumping and diving. I am actually working on improving the movement controls and it will be updated for some future update.

2.1 In my opinion, it is pretty short already, but I can make the time u spend on a black screen a bit shorter, the animation with the music is in fact from the original source yes, so wont change that.

2.2 Thats just because the scene doesnt reset, and I dont see how it would improve anything to reset the cycle, u can literally just wait.

3.2 It may be different in celeste, but this game isnt similar in level design or movement physics. If you wanna compare it with other games, what about mario? Their Bounce pads also can be jumped on without instantly getting the full jump height, it just gives u the ability to time urself, instead of instantly bouncing off uncontrollably.

Thanks again for your feedback. I wanna make the game as good as I could possibly make it, and things won’t be perfect, but I want to work on it to make it more enjoyable for people, so feedback really helps.

(3 edits)

For the springs, how about adding a little animation (Like less than half a second) of Runbo getting ready to jump? The player can press or hold jump during that time to get the super jump. The springs felt like they were bouncing me too early, and I lost control of my character too many times and died during the tutorial. When I jump on the spring, I instinctively try to time a jump, but doing that made me not jump like I thought it would, and promptly died.

(-5)

Wow, how exciting, this is just another hardcore platformer with the simplest level design. I appreciate your work, of course, and in general so, the game itself is pretty good, but... Could you, how would you put it... Make it a little more interesting? Do you understand? In-te-res-ting. It was just as fun to play as it was to watch the original short. And yet your game has little in common with it.

Well, thanks for checking it out mate. It is currently still in development, and this is far from a finished game, so I understand that u could be concerned. It just doesn’t seem very helpful how you put it. Look, I am not a professional game-dev, or have much experience, since I just started this like 5 months ago. But I am trying my best and want to make this a fun project for people to enjoy. Also, this entire thing is called a “Demo” for a reason. People wanted to play it and get a hand on the controls, and this is so they can try it out and get a feel for it. You should not be worried about how it’s not “interesting” because this is just a glimpse of what the full game will look like.

(+1)(-1)

Thank you for responding, it's great that you listen to other people's opinions. I didn't mean to be rude if anything, I just meant that not many people would want a game based on such a legendary short film to be just, you know, "another hardcore platformer with spikes", I don't think that's the direction this game should go in. Watching the short film, we thought, "how much cool stuff is here, I wish we could play it for real, find all the secrets, see all the endings!" Anyway, thanks again for your hard work, I'm not hating this game, I don't have anything against it and I'm glad someone is taking it seriously.

(+1)

Hey, I was pretty exited for this game, but I've noticed that there are a few things that make this game really unfun. first, (and most present) is the fact that you can't slide on a wall after doing a dive, despite the fact that BOTH levels have sections that seem to indicate that you HAVE to do EXACTILY that in order to pass them. The tutorial has this while teaching you how to wall jump onto another wall (when there's the big hole), and STILL in the tutorial when you have to jump up 2 walls with spikes on them, and getting up there required me to use a glitch where after spawning back in with Pikit, you can jump in the air. However, I could not get past that part because I couldn't make it to the left wall after getting to the right wall, because it required me to do a dive, which again, doesn't let you do a wall slide after preforming. I had to make it across BOTH of these with a glitch, that I had to teach myself.

The other thing I don't like about the game is that you can't run. A sprint button, or even just faster default movement speed would be nice, because it would remove most of the parts of the level that are unfair. Even just more air control / more speed in the air would be GREATLY appreciated.

Keep on workin' on this though! I'm exited to see where it goes!

(+1)

First of all, thank you very much for checking this out. I am still working on this and I am actually currently working on improving the movement, while it wasn’t intended for people to wallclimb after a dive, I got a lot of feedback about it, and it would make the game generally more fun. But, it seems to me that you didn’t quite get the horzizontal walljump mechanic, which is taught to you in the tutorial. You can simply get across all longer walljumps by doing this horizontal walljump, just press the dive button while being on the wall. Its a new mechanic that isn’t in most games so I get that people don’t assume that you can do it. There was actually a sprint button before, but I removed it. You can actually play the version with the sprint, its in the download section. It generally didn’t add much, since u were always required to run anyways, and it was a bit too much to ask for the player to make these advanced movements while also holding down the run button. The running is fixed, but I will add some new mechanic that will make moving around faster and more fun. Thanks again for taking the time to give me your feedback, and for playing the demo!

I was actually checking the comments of this cuz I'm trying to get past the tutorial but I didn't figure out there were two wall jump variants until after looking at this comment. It isn't clear/doesn't feel right that pressing the Dive button would cause a different jump instead of just pressing the Jump button while holding away from the wall

That’s a very interesting idea that I had myself, it would make it easier for people indeed, I wonder how it will affect gameplay, so I’m just gonna try it. I have a question tho because a lot of people seem to have the same problem. There are signs in the “tutorial” showing you which buttons to press, and they show that u need to press the same button that u use for the dash, to do a horizontal wall jump. Did u not read the sign, were you just on the keyboard and didn’t get it or what exactly was it? Its a bit hard to teach a mechanic that isn’t anywhere in other games, so I gotta find a good and clear way.

I mainly play on keyboard as I do not have a controller that works with my PC so I didn't get what the sign meant

U just need to press the same button that u dive with. And also while being on a wall. It was confusing to other too, so ur not alone. Im fixing that for future updates on the game

why does the loading screen give me the feeling this was made in turbowarp? also this is really cool, but i kinda wish it was made with art similar to the animation. maybe i can help?

Hey there, thanks for checking this out. I am working on this in Godot. If u wanna share any ideas or chat, we have a Discord which is linked on the game page!

MAKE THE GAME EASIER I CAN'T EVEN GET PAST THE FUCKING GODAMM TUTORIAL WITHOUT DYING!

(-1)

I will update the demo soon. Note that the actual tutorial is just the part with the signs. The rest is just fo you to get used to the controls and play around, and the spikes part is for people who want a hard challenge since everything else might be too easy. But I get that it is a bit too hard so I will adjust it slightly. You can join the Discord for info on the game.

Sorry but I use a virtual phone number so I can't join the discord

How do you get underground?

(1 edit) (+1)

You don’t, it’s not part of the demo. The final game with all the levels will include the Underground areas and it will also be the main part of the actual game. The surface will be the easiest of all, with a simpler level design.

Will you be adding the original sounds from the video to the game?

Well, I don’t have access to the original sounds from the video, so I will have to make everything on my own or use free online assets. Some soundbits I could edit from the original or make similar sounding ones.

(+1)

I do also think that it could use a bit of a altering the difficulty a bit could make it better such as removing the first spike wall and having a lot less spikes

That’s one of the next things I will do. I already planned to edit a big part of the main level, design it better and make it fair, and also sligthly adjust the training level. Also movement is slightly gonna get adjusted. I not not gonna add much more tho, since the demo is just to get a bit into the game and learn the movement.

Also I did notice that you have some innacucurate sounds on level one such as the Level one music or the death sound. I can send you the correct audio files for more accuracy

Well I took the music from the OST on youtube. Where did you get the files from? Also what do you mean by more accurate?

(1 edit) (+1)

Pretty sounding and looking game, was a little hard though.

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hey good to hear! Ye I heard that its hard. Definitely need to find a good difficulty for the first level in the final game! Its been hard to tell because I've been playing it for so long, thats why I really appreciate any feedback from players!

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Amazing Game! This is great!

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