Running Rogue cover
Running Rogue screenshot
Genre: Platform, Indie

Running Rogue

“Pleasant Punch” Demo Update – October 29, 2020

Changelog



  • Dealing damage to enemies now causes pieces of their armor, limbs, bones, and skulls to fly off
  • Added effects of spraying particles from impacts.
  • Enemy deaths are now accompanied by a special “head explosion” effect
  • Improved hit animation and camera work
  • Orbs dropped after killing enemies now heal less

Work description


We received a lot of helpful feedback after releasing the demo on Steam. You praised the core idea, nice handling and movement, but criticized the fights. Most agreed that blows didn't feel impactful, there's no pleasant positive feedback and, in general, everyone wanted the fights to be more fun and challenging.

And first of all, we decided to significantly boost the feel of your hits, as this greatly affects the gameplay and improves it.

We set a goal:

“Beating opponents should be fun and pleasant in any situation”



With this goal in mind, we began work on the “Pleasant Punch” update.

https://imgur.com/gallery/fDq7k4O

Improved hit mechanics


The attacks felt unresponsive, you had to hit the timing of the punch animation. You had to click at the moment of the last punch's completion, and because of this, there were often pauses between blows, and sometimes the blow did not occur at all due to the fact that it was easy to click at the wrong moment.

Also, it was easy to miss. Visually, the punch moved towards the enemy and should have hit, but it missed. This was due to the fact that the hit registration area was not large enough.

We fixed both issues. We added buffering for punch key presses. Now you can click without waiting for the completion of the previous attack and the punch will still succeed. We have expanded the hit registration area, now it is much easier and more pleasant to hit enemies.

No health bars


We don't want to load the screen with an unnecessary interface that could distract the player from the process. We want the game to look as clear and friendly as possible.

For this reason, we decided not to display health with classic HP bars, but to show health on the opponents themselves with the help of detachable pieces of armor, limbs and of course heads! After all, blowing heads off is fun!

https://imgur.com/gallery/1TP7c6W

Small particles and head explosion


Previously, it was hard to understand whether the player killed an enemy or he just fell from a push. Heads of all enemies now fly off on death and trigger a special effect.

We added small particles that fly off enemies when you hit them. Bones fly out of skeletons, and stone fragments fly out of golems. This further emphasizes the fact that the player hit the enemy.

Physical response from hits


One of the main ideas of the game is the physicality of everything that happens. For this reason, just using classic animation for showing hits was not suitable for us. Therefore, we added procedural hit feedback animation to further emphasize the physicality and weight of the hits.

https://imgur.com/gallery/t4dtwT9

Camera and hit animation


We have little experience with first-person games. We have never made a camera and animation for such games. We had to turn to help from senior colleagues, namely, we looked at the GDC talk about animations in Destiny 2. We learned a lot of useful things and fixed the animations of hits and camera work. The player's movements turned out to be quite sharp, and the camera movement unobtrusively emphasizes the dynamics.

Here you can see how it all began and how it looks now. I believe that progress is evident and we are moving in the right direction.

https://imgur.com/gallery/k9ualOI

Please post in the comments, what do you think is important in the attacks so that they feel pleasant and the feedback sufficient? What else can be added and what can be improved?

Follow us on Twitter to easily track our progress. Tell your friends about the game, share gifs, this will help us a lot! Thank you!

Running Rogue – Pitch

Running Rogue is a fast-paced first-person roguelike action. Parkour, cool magic gauntlets and tons of undead for you to smash their skulls with a powerful blow!


You can run on the walls, slide and climb ledges. You move quickly, and your attacks and block are instant. A variety of enemies will test your response and keep you moving.

In the demo version, you can get to know Running Rogue, test the dynamics of battles and movement. The current version of the game is pretty short, however, procedural level generation is already in place, so you can complete the demo version several times with different impressions every time. You can hone your skills and even compete for the fastest completion time! Share your time records in the Steam Community!

This demo version does not include the character progression system and random bonuses, which we plan to add later.

The main ideas of our game are constant movement, dynamic battles and physics.

The player is always on the move towards the objective. The objective may be a door to the next room, an enemy, or bonuses that drop from opponents. Enemies try to stop the player in every way possible. They strike, shoot and shove. You need to be quick, agile and decisive.

A strong blow will knock the opponent off his feet, push him off a cliff or into other enemies. Precise hits can knock the bomb out of skeleton hands and send it straight into other opponents.

By providing you with a demo version, we would like to get as much feedback as possible and use this information to develop the game in the right direction, which is why we participate in the festival.

We're an experienced team of seven. We're colleagues and friends. Working in different companies, we were involved in the development of many major games, and now we came together and decided to create our own project.

You can ask any questions about the game and share your impressions and suggestions in the Steam Community.