I agree with you completely. But, there is a good portion of people that play, simply because of the rewarding experience of leveling up their character. If only both types of players can have their preference without it interfering with one another. Like, separate game modes or something along those lines. I also really enjoy the gameplay. The explore mode is great, and it's unlike anything I've experienced in a platformer: rushing to get coins and fruit, before someone's recorded ghost grabs them first. To innovate in a genre as tried a the platformer is pretty awesome.
Tapping a player will reveal their current information, however this may be different from the time the ghost was recorded. The screen that shows the players you are racing against shows the level and items the had when the ghost was recorded. As far as I can tell, players gain nothing when leveling up beyond the initial item unlocks. What makes the biggest difference is the skills and items they upgrade. Racing against someone with maxed out running speed and booster will be hard to beat, especially on the earlier levels where there are a lot of straight, flat courses. Once you get past the forest area the levels become much more player skill dependent and is possible to beat someone who has better improvements than yourself if you do not make mistakes. I think that is where the game really opens up.
I tapped on them before racing them. Levels alone don't mean anything, but they show how much more the person has played, and how much more coins they've acquired for upgrades and skills improvements. There's someone that's over level 100, and it's no surprise they are first on many levels. Yeah, the later stages are really tough. In a good way. Has anyone else been getting problems with the game not registering your inputs? I'll stop running randomly, and the virtual button will still show that my finger is pressed down. It only started happening today, but it's happening a lot.
I just want to say the artwork in this game is amazing. There are so many different characters and environments. Kudos to the artists!
Just tried this today and it definitely could be my next addiction. I think the biggest problem is the timer/bolt mechanic. Clash Royale did something similar in the soft launch (making it cost coins to start a match) and quickly learned it's not a good idea to limit the gameplay time like that. I'm ok with in app purchases, but timers that stop me from playing make me want to just delete the game. Hard to recommend to friends because of this. Otherwise great graphics and gameplay, this could be a big hit with some fixes.
The more I play this, the more I like it! At first it really did seem like insane chaos every race, but I am starting to figure it out and learning that some races you just have to run a couple times to learn the ups and downs. One thing I feel like I am seeing though is that being able to upgrade the speed burst, which then decreases the time between uses, can really make the matches unfair. In a couple races, it has felt unbeatable. And I guess that means I just need to upgrade myself, but that just leads to a bunch of Free-to-play problems and annoyances, where the game is less of a game and more of a slog. Of all the other items, that speed burst is the main one that seems like maybe it could stand to be nerfed a little... Anyone else running into that?
The free-to-play elements are the issue, not the items. I'm actually really impressed with how balanced the items are so far. Everyone uses speed boost, but I see mines, shields, jet packs, teleporters, and to a lesser extent: bombs. We obviously can't tell when people use the slow-time item, but I use it sometimes. The more I play, the more I just want to give them $20 just to never have to see a timer again. It really sucks that the mobile market produces such great games with such frustrating "features".
@ShinHadoukin - Thanks for your nice words! I can confirm that we've increased the default Bolts from 6. This will be sorted out for the next update, which will hopefully be tomorrow or Friday; we've just had small delays to it. I totally understand your frustration with the F2P mechanics, and I can assure you that it's not our intention to bleed money from our players. However, it's a catch 22 position. We do need to make some money in order for us to keep the studio running and create these amazing feature updates for the future. It's just about getting the balance right. Hey @xzamplezz - Regarding the levelling, the really high players who are above 40 are probably from the Soft Launch, which means that they'll be higher. So of the players with ridiculously high levelling will be nerfed soon to make matchmaking fairer. @GUILTIE - Thanks for your comments! I'd have to respectfully disagree with you re: the skill of a player. There are numerous was to beat players using skill, timing, and having a good knowledge of how to use each level to your advantage. Like knowing when to run down a hill to gain speed, or time a double jump perfectly. Having said that, upgrading your Runner's Skills does help, but you still might get stuck behind a platform, or miss-time a jump and fall down a pit. If you're not skillful enough, you'll still be left behind. But, we do take your comments very seriously & respect your opinions and feedback! @rbates - Amazing to see your progression in the game. The further you get, the more complex the levels become! Trust me. They get crazy! @xzamplezz - Good points! Matchmaking will be greatly improved... Regarding the bug you're encountering...if you manage to take a screenshot, I can create a bug report on it and send it to the team. @rbates - Thanks for the kind words, man! @skylerolson - Thanks for your feedback! Don't delete the game just yet, we've made improvements to the Bolt system, and should go live in an update either today or tomorrow! @Brokendemo - Hey! We've had both compliments and annoyances regarding the Items. The Speed Boost is certainly the most used, but once you get a hang off the other Items, say the Bombs, you can blow those suckers away. xzamplezz - Re: Energy timer - we are currently testing things out. But, I can't say much more than that at the moment... Thanks, all!
The more I play, the more I just want to give them $20 just to never have to see a timer again. It really sucks that the mobile market produces such great games with such frustrating "features".[/QUOTE] Totally agree. I would be so happy throwing money at this game but the energy timers are a complete turn off and frustrating. This is actually a pretty fair f2p game where the usual BS doesn't get in the way. Hope they find a way to fix.
Thanks for taking the time to address all our concerns, it's awesome you guys are active in the forums. I'll definitely not delete until I try the new update, although even if there are more free bolts the whole system just bothers me. I wouldn't be opposed to paying a dollar or two to get rid of the bolt system, but I definitely won't ever buy bolts. But I do understand you guys have to make money somehow. I'll keep an open mind about the update though!
Totally agree. I would be so happy throwing money at this game but the energy timers are a complete turn off and frustrating. This is actually a pretty fair f2p game where the usual BS doesn't get in the way. Hope they find a way to fix.[/QUOTE] Hey, jpgold - We're in fact working on ways to fix this, especially given the feedback we've had. If you're an Android player, we have a new update that fixes the Bolts bug. The iOS update should be coming very soon...
Thank you for the transparency, Jonathan. I'll stick with this game for a while, depending on how quickly my free to play patience wears down. I know you need to make money, that's why I'm offering $20 to get rid of the nonsense, and let me enjoy the awesome game you guys created! Why doesn't anybody ever release free to play AND premium versions of games? It would please both types of players. I had a feeling when I played the later levels that you have some skilled platformers on your development team. Glad to see I was right! You guys are giving me some great competition in arena! Looking forward to that update.
I normally hate energy mechanics in f2p games, and I did in this one at first, but after playing many hours I am torn. The bolt system makes it feel like I am going to a tournament. The feeling that I only have a few shots at competing and I should make every race count. Take that away and then every race becomes a throw away attempt where I restart after every mistake and try to perfect it. That would lose much of the magic for me. That said, I would love for there to be more to do while recharging bolts. Exploring the overworld and finding fruit is interesting at first but can quickly become a grind. My preference would be some kind of practice mode where you can try the races to prepare for the "big day."
I'm not saying this is the case for ReRunners, but in general, releasing the same game as F2P AND premium is the same as releasing two different games. Everything needs to be rebalanced and numbers need to be changed. It's not as easy as slapping a price tag on it and scrapping the F2P layer. This is really good feedback, thanks for all of your comments! Nice insight here.
While I do see where you're coming from, think about it like this: If we had infinite tries, the competition would be much more consistent. Even at rank 6 I find people stuck near the beginning, while others are finishing, and that's because they haven't had enough runs on it to learn the obstacles. One way of keeping that intense feeling, while allowing infinite tries, is to lengthen the tournaments. Even if there are infinite tries, you'll start getting that feeling when you hit the fourth or fifth race.
I'm not an app developer, but I have thought about the changes that would be required. I can't think of anything that would get in the way. I compare it to Hook Champ and Super Quickhook: both games have this RPG style progression to earn items and skills, but the Rocketcat games keep the system non-purchasable in game currency, as opposed to purchasable in game currency. The interesting thing is that both games also have this system where coins and time are what affect your score (although in Rerunners, the coins don't give as much score). Were you guys influence by the Hook games at all? I really just want to play the game to my heart's content. I want to support you guys for creating such an amazing core game, but I don't want to be someone responsible for the success of a free to play game. I'm torn.
Suggestions for future updates: -Leaderboards that allow you to see who is leading in overall score, current arena rank, and level by toggling which order players want to see it in. -Show players' times on levels along with their score. Maybe a leaderboard for each category. -Allow you to race personal best ghosts (including your own) by selecting them on the track's leaderboards. Limited to one ghost for optimal performance. -Alternate modes like "barebones" where no one can use items. -Practice mode where players can compete on the track's leaderboards without worrying about bolts, but cannot get coins or xp.
Hey everyone, Thanks for keeping the discussion going and voicing your opinions about everything. Nobody's been too harsh, but even the unfavorable opinions are super helpful to us. We're testing some solutions to #Boltgate but until then, you've all influenced our first weekend event: THUNDERSTRUCK!! Each day this weekend, you'll earn 12 Bolts upon logging in. It's live now, so that's 36 (!!!) free Bolts you can earn for extra running goodness!
The game looks fantastic a part from The timer system... I'll keep playing to see if The timer block enters too much in my way to ruin This Game. I'll be Back with my rating later on... We all know that timers in The majority of cases have ruined some great games, i hope This wont be The case.