Get Me Outta Here - RossmanBros WIP

Discussion in 'Upcoming iOS Games' started by RossmanBrothersGames, Apr 6, 2016.

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  1. SleazyParachute

    May 4, 2016
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  2. esty8nine

    esty8nine Well-Known Member

    Dec 21, 2013
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    Highest score is currently 60k with a 125 combo

    Question: how do you shoot the gernades with the gernades launcher ? I can only do it randomly at the moment.

    Also on the 2nd boss to me it's the hardest to keep the combo I feel like there are not enough enemy spawns. But I feel like some would say it's already to hard maybe ? I'd like to hear your guys thoughts =]

    Love the charge shot weapon ( I feel like it would be neat if you can use the charge shot against the floor to get a boost to jump up a platform. Like a rocket jump or something =p
     
  3. jdawg101

    jdawg101 Well-Known Member

    Jan 18, 2015
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    I think the hardest part for me is to kill those tiny triangle robots and to aim up and down. Also I find it a bit frustrating when those little ghost bits just swarm me and I'm unable to shoot them unless I climb a ladder to get some distance. That's all I have to say for now. (Also being able to shoot diagonally wouldn't hurt too(.
     
  4. cadillackills

    cadillackills Well-Known Member

    Jul 12, 2015
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    One unlock is great I don't mind iap if it's going to devs instead of an endless money pit. Looking forward to this!
     
  5. esty8nine

    esty8nine Well-Known Member

    Dec 21, 2013
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    Just get used the controls I mean shooting up is as easy as holding up and then the same shoot button plus the triangle guys die in 1 sec... With the ghosts you can also roll for speed to gain distance from them as well
     
  6. #166 RossmanBrothersGames, Jan 10, 2017
    Last edited: Jan 10, 2017
    On the weapon select screen if you press the info button it gives instructions for each weapon. Double tap and hold to bring up the grenade launcher. Though i noticed a bug i need to fix as sometimes when the two taps are far apart it brings up the grenades, so the grenade launcher isn't top notch right now.

    The 2nd boss probably is the most difficult to keep a combo through. There is a pattern of enemy spawns that if you figure out makes it much easier to go for, and they are definitely enough to keep the combo going you just need to know where they are coming from. But perhaps I could move the spawns slightly closer together to make it a little easier to figure out.

    Thanks for the input! Fun ideas!

    This is an area I am trying to figure out the best solution for. As I said I am getting a little mixed opinions. For people who don't click with the controls right away, these enemies pose a bit of a problem for early on until they get used to the controls. The biggest question is would those players stick around or get too frustrated. As Esty points once you get used to the controls they are much easier to manage.
    Perhaps I could make the hit box on the drones slightly larger making them a little easier nab. The little bouncers maybe should move slightly slower? Or send out fewer of them in the first wave, while people get used to it.

    We tried diagonal shooting early on and I felt it just didn't work well on a touch screen joystick. Made it hard to get the right angle you wanted having 8 directions instead of 4.
    TIP: While standing still swiping over the d-pad lets you change the way you are aiming quickly without moving your character. Swipe up over the pad to aim up, etc. And mastering the roll makes the game much better.

    I'll look into ideas on how to lighten up the game early on while players get used to the controls, but not too much so that it is not boring once you have them down.

    Thanks for the input! Helpful stuff.
    PS Did you see a weapon skin that may have been inspired by you ;)
    :D




    Looking to get more of you in the testing soon! Thanks everyone, excited to hear others thoughts. Received some good emails as well.
     
  7. #167 RossmanBrothersGames, Jan 12, 2017
    Last edited: Jan 12, 2017
    BETA STATUS UPDATE

    Thank you everyone for testing. Your feedback has been really helpful. I've gotten a number of emails and messages with good detailed stuff. Still looking forward from hearing from more testers as people get me time with the game.

    Overall the responses have fallen into two similar opinions.

    1) The game is fun, really challenging, and controls well, right up my alley

    2) I really like the game but it is a bit too difficult for me, wanting to get better and further in it

    Both responses we are thrilled about, but both also show that the difficulty can be toned down a bit, especially early on. The nice spot to be would be where beating the main game would be a good challenge but more doable for players, then the real challenge would be in keeping a combo to get high scores. I'll hopefully be able to get these adjustment done over the weekend and get a new build out and bring more testers in to add to the conversation.

    Thanks again everyone, really encouraged by the response we are getting. Thanks for the emails and getting back to my questions. Those of you who haven't been able to dive into the game yet really looking forward to when you get a chance.

    Got some other changes and stuff to make also from some great suggestions by all you guys. Might as some more questions here on the forums to get your thoughts. Always feel free to send me a message with any suggestions, or leave them here on the thread so others can chime in if wanted.
     
  8. Ok guys here is what is going on. I’m really excited about the next version, hopefully I’ll get it out this weekend. I’ve been trying to make tweaks to the difficulty but kept running into dilemmas. In a traditional game with levels you would just make the first levels super easy and gradually ramp up the difficulty. People looking for a challenge and who got better at the game would never need to go back to those levels.
    However, Get Me Outta Here is an Arena style high score game, where you play the same thing over and over, trying to get further, or once you beat it, trying to get a highscore. Therefore making the beginning really easy can make it boring for future plays once someone really gets the game down.
    I really didn’t want to make easy and hard mode because that adds leaderboards for each mode and just gets very messy…

    Then today I was struck with an idea that I think totally makes the game open to a wide range of skill levels and brings in some great replayabilty and customization. I really think this will add a lot to the game.

    I’m adding in Game Modifiers rather than adding easy and hard modes, or just making the whole game easier. This adds a lot of fun customization and experimentation for players. Basically the player can choose to make certain aspects of the game easier or harder (Or a combination of both), granting them either deductions or bonuses to getting high scores.

    In this someone who is trying just to beat the game but is having a hard time may switch on the easy stuff. Someone who has gotten really good and wants to go for an insane high score, or just likes a challenge might turn on some or all of the hard modifiers.


    I’m really liking this idea and think it will totally open the game up to a wide variety of skill levels without compromising the games challenge.

    Here is a very, very crude mock up to show kinda what I am talking about:
    [​IMG]

    Excited to get this out and see how it changes the experience.
     
  9. esty8nine

    esty8nine Well-Known Member

    Dec 21, 2013
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    I love this idea, i so believe its going to require a lot of testing and percise tweaking to get the scoring balanced but could pay out because of it =] !
     
  10. Thanks Esty, glad you like it, showed it to a few others who are testing for us and they were really into it also. Yep, for sure going to wanna make sure it is balanced and that the score bonuses match the cost and vice versa.
     
  11. esty8nine

    esty8nine Well-Known Member

    Dec 21, 2013
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    Exactly, and will deff be helping to find that sweet spot ! =D hypeeee
     
  12. Creepshow

    Creepshow Well-Known Member

    Feb 10, 2011
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    I've been having a fantastic time with this game. The gameplay and controls are tight, the only thing I may consider is when you let go of the controller, maybe have the character reset to a sideways position? I've noticed if aiming up, when let go, he can remain in this position.

    The voice acting and scripting feels very top notch. The humor is good and the difficulty seems perfect. You really need to figure out some of the enemies and use that roll feature as intended.

    I don't feel like replays are boring or repetitive since the gameplay itself is fun and frantic. In my testing, I haven't been able to make a lot of purchases; a few other mode tries and one gun skin and feel the money drop rate might be just right. I'm not getting 500 per run, maybe 2-300.

    iPhone 7plus and have only ever had one crash. The game runs super solid and there's zero degradation of quality during play. (Slow down, etc).

    Again, I feel like the only changes at this time should be you guys making more money on us downloading/playing because this game is a gem. Fantastic work.
     
  13. #173 RossmanBrothersGames, Jan 13, 2017
    Last edited: Jan 13, 2017
    Thank you! Really glad you are enjoying it, you really describe the aspects of the game that I hoped people would get and have fun with. And thanks for the feedback in the emails, has helped me notice a few things that can be improved on.

    :D
     
  14. esty8nine

    esty8nine Well-Known Member

    Dec 21, 2013
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    New TestFlight is up boyzzzz ! =]
     
  15. esty8nine

    esty8nine Well-Known Member

    Dec 21, 2013
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    Died to last boss with a score of 152k
    Combo 141

    Only modifier I didn't turn up was inc boss health.
     
  16. Thanks for being on top of it Esty!

    NEW TESTFLIGHT BUILD UP WITH DIFFICULTY MODIFIERS

    Here is a look at what is going on:
    [​IMG]

    Really excited to hear feedback on this. Some tweaking still can be made if needed. Basically allows the game to have many different difficulty levels, with appropriate adjustment to the ability to get a high score.

    In comparison to the last version the NORMAL modifiers are slightly easier, the EASY modifiers are a bit easier and the HARD modifiers are a bit harder.
    It's nice because I always wanted a harder version of the game for players who get really good. In the future I could even add a higher step of modifiers.

    Other changes based on feedback:

    Larger touch area for healing tank.
    Fixed weapon skin problems.
    Fixed grenade launcher controls.
    Added notifier on how to use power ups.

    Many of your suggestions are still on my list to tackle, the difficulty levels were just the most important to go after. Thank you everyone for testing, excited to see how this build feels.

    Wow you really jumped into it!
     
  17. esty8nine

    esty8nine Well-Known Member

    Dec 21, 2013
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    Hah I wasn't messing around !

    (Side note, I feel like I would like little different icons instead of just the letters for power ups ? It's deff not a big deal just a aesthetic thing, wonder if anyone else would like to give their input =] )
     
  18. Qwertz555

    Qwertz555 Well-Known Member

    May 22, 2010
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    Forgot to mention...you've got a buyer here.
    Take your time, please, and nail those controls...and everything else of course.

    Keep up your good work.
     
  19. Yeah those could look a lot cooler.

    Thanks Qwertz! Got a lot of tweaking and polishing to do over the next couple months.
     
  20. sugimulm

    sugimulm Well-Known Member

    Wow! Awesome game. Here is my input so far:

    Controls: I highly suggest a floating dpad or relative type touch dpad.

    Difficulty: kind of challenging, but so far well balanced.

    So far so good, dialect made me lol'ed. Can't wait to invest more time in this
     

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