some more feedback after playing every day 1) i dont find the starter deal enticing at all. i think you should offer something else, more geared towards soul stones or ways to get an epic unicorn that will help with the progress. 1 random souls drop that can simply be a rare and 500 tears isnt helpful in my opinion. Tears especially you can get by the thousands from raids and playing. what we need most is ways to get souls, legendary and epic unicorns. 2) are the events designed to take measure of the player base? because from what i played, you need a lot of grinding to reach the first reward stage, which is... more tears. To get some souls you need to do some billion score? impossible at least for me. hopefully the events will be tuned for better rewards. 3) along with the battery/heat/framerate stutter/restart shorten time/ please add a switch controls option like RUA2 had.
While this is by far my favorite RUA game, I absolutely agree on these points. Notably the events system needs a rethink, both for the reasons ramzarules lists and the fact that there's honestly no difference in joining one of the events or playing the regular game. That is, I don't see why my star and dolphin collections should only count to the "event" I'm in, especially with the reward tiers being so ridiculously high. Some suggestions: Look at how Asian social MMOs run similar kinds of events. In generally, you keep requirements for the initial reward tiers very low, and then ramp up the difficulty the farther you get. Also, they're generally used to push the purchase of boosts and such, and RUA3 lacks those systems. The closest you have are the bonuses provided by specific unicorns, and you'd be better off building events around that. The current events are just boring grinds that offer no advantages over the core gameplay, with the first set of requirements so high it's far more likely that the player will lose interest. If you're going to stick with events like this, then take a page from games like Disney Magic Kingdoms where the you're just keeping track of collectibles in the regular runs, and get rid of the "enter event" concept.
Very interesting to hear, and exactly the kind of feedback that will help make a better game for the global launch. The 50 Soul Crystals in the Starter Pack allows for one summon from the Radiant Forge (guaranteed Epic, chance of Radiant), or two summons from the Soul Crystal Forge (Rare to Legendary) - when you say "ways to get an Epic unicorn", do you mean you feel it should offer enough Soul Crystals to summon more than one guaranteed Epic?. It also gives you one free Bot Forge summon to buff one of your Runners (how do you guys feel about the bot system?). It would be great to get an idea of what amounts of currency or rewards you feel would be more compelling in a Starter Pack for this game. Events are very much work in progress, so thank you for your thoughts on those. We agree that they are a bit too grindy and we have been having internal discussions about rebalancing those for quick vs long term rewards/goals. They should be more compelling than regular gameplay, so rewards should reflect the time spent and the cost to enter Events. Control switching is on the list - can't guarantee when that might appear though
Thanks for your thoughts - really good to hear. We'd like to preserve the special status of Events, rather than just give out passive rewards for hitting certain thresholds in regaulr gameplay. The idea is for players to want to take part in these "special missions" outside of regular gameplay, but it's clear that the rewards for doing so need to be worth the time. We'll be looking the Event system and how it works alongside regular gameplay to make sure it adds something to the game, rather than just being a grindy side option.
for the IAP as a consumer, i would go for one of the two: 1) a guaranteed unicorn that will help us in all the game, getting bonuses to souls, tears exp and progress faster (closest example like adult swim did with amateur surgeon, the unicorn healers pack for offers super healing) - but see below paragraph on this point- - or 2) an amount of souls now and an amount of souls each day for 30 days, totalling multiple value as a reward -and enticement- for players to return and play daily (like Marvel Future Fight maybe) Speaking of bonuses, we need to understand the ways to earn souls :are they from normal game mode, or are they only in raid chests/ events? And to that end, the % bonuses of the unicorns: I have gotten lucky with a legendary that gives bonus % to souls and tears. What does this % mean? a) bonus chance% to find souls from chests? or b) if you find any, you get % more souls? Similar questions for the bot helpers. So if i have my legendary for example with +40% tears and +40% souls, and equip it with a bot that offers 30% tears and 30% souls, what does this amount to? bonues to find souls, bonuses when i find stuff to be more, or bonuses for everything everywhere? It needs to be explained so we know what we are gaining Sorry for the long post, trying to be detailed in the hopes i help
Still loving it, just some additional, minor feedback: Alternate paths in RUA3 are less satisfying than in previous games, where it really felt like there were options for traversing levels and I could maintain alternate paths for much longer and anticipate jumps better. In RUA3, taking the high roads still provides an immediate benefit (a few large tear stones) but then quickly turns into questionable "leaps of faith." Notably, one of the oft-repeated sections has the player jumping into mid-air, only to land on a crab that's below the camera 9 times out of 10. Finally, the transition to the Radiant Zone is really jarring, the first time it happened I thought the game froze on a black screen. Are there plans to smooth it out?
The lag is the only thing that ever kills me. This game is a huge downgrade from the other two. Almostnot even the same game in any way. I hope they realize how much this game needs work and pulls it to figure out new mechanics
I haven't experienced any lag, but I'm also running on an iPhone 7. What hardware/firmware are you on? Can you elaborate on why you believe it's a huge downgrade? No offense meant, I'm honestly curious and I'm sure your feedback would help the devs improve the experience. Clearly a lot of systems have not been carried over from RUA2, at least at this stage of development. Here's my rationale for giving it the benefit of the doubt (for now): the game is in soft-launch and there are no rules about how "finished" a game needs to be, it just needs to pass AppStore certification. As an ex-dev myself, I tend to have higher tolerance for janky betas (chalk it up to two decades of seeing games in their most horrific, ugly stages). In this case, the developer has been very open about the fact that this is an early release, and that there are many design ideas that aren't fleshed out. I'll give them a few updates before I feel I can really judge the game. Had this been the worldwide release, we'd be having a different discussion.
This is a soft launch. This is meant for providing info to them if they read. I have iPhone 6 and 7. It lags at times throughout each game, not the entire game but it's there on both devices and three other people I've been talking to on here. Just hope they make the necessary changes . Not sure why they chose. It to go the route as the second game though in which there are many routes to take, on this one it's basically one route with few other platforms to Jump to change it. This is why they use a soft launch to receive feedback to Correct changes before they hit the big leagues. I'm actually communicating with one person who says they are working with the team and have received several hundred reports on several items that are been reported over and over so can't wait to see the updates they will be doing
I'm having issues with the Golden Dolphins (Blowhole Blowout) event for Bot tokens. I've reached 25,000 at least twice while playing the event and have had golden dolphins jump across my screen. They get added to my Golden Dolphin total in my overall stats screen, but aren't being added to my score for the event. Anyone else having this issue?
Thanks for this - interesting ideas here. We'd like to keep the randomized aspect of the forge rather than a guaranteed specific unicorn, but we do have Unibots that could serve the same purpose maybe. As for daily rewards, we have something the works for that, just not as part of a starter pack. Either way, we'll try and make sure the Starter Pack is worthwhile for new users - after all, we want people to buy it, so it needs to be worth it! Soul Crystals only appear in chests, raids rewards or event rewards. The % bonus is how much EXTRA you'll get, not % chance to get crystals. This means you'll get 70% more Soul Crystals when you win a Raid or Event with that unicorn/unibot combo Thanks for the feedback! We'll be making tweaks to the patterns to give more options and make sure it's not as randomly dangerous (although, with greater reward does cam greater risk - it just needs to be fair) Yes, this has come up in testing and we'll see what we can do to smooth it out We're continuing to optimize performance so the games runs as smoothly as possible before global launch. In fact the next update should have a noticeable improvement, but there is more to be done for sure. At the moment we're trying to iron out why some devices (like the 6S) run very smoothly but others (like the 7 or iPad mini 4) experience hitches. We'll hopefully be getting some help from Epic on this as well, since we're using the Unreal 4 engine. Our goal was to try and match the feel of Robot Unicorn Attacks 1, with a little bit of the branching of 2, but always coming back to the central "path". Many of the platforms and layouts are callbacks to RUA 1, and we wanted to keep that floating on air feeling from the first game, with larger jumps and more jump/dash combos needed to traverse the platforms. Hmm, interesting. Can you PM me your UserID (go into Options/My Account)? It'll help us look into the issue and if it's a bug we can gift you some currency to replace what you would have won. UPDATE NEWS ============= We have a nice update on the way soon. You'll see some performance improvements, UI updates, a new Tearstone Doubler option on the results screen, better presentation for Event info and progress, improved graphics in the backgrounds, small fixes to many of the unicorns and platforms and last but not least, a unique backstory for every unicorn in the game! Just visit the Unidex from the Stable and tap on a unicorn to read a bit about each one. I currently don't have a date for the update, but it should be coming pretty soon, so watch out for that!
Awesome! i'm checking my updates every day for RUA3! Also, how does the team feel about different backgrounds, enemies and music tracks? After all, nowadays, even the best runner needs some variation! Oh and maybe bossfights every X amount of score? like some huge bosses that need multiple dashes to them or their "objects" a la Spider-Man Unlimited?
No disagreement there. Alternate paths should absolutely be more dangerous, and strategic leaps of faith are to be expected. As long as I have split-second options to double jump or dash once committing to the leap, I'm fine. Honestly, the main culprit is that one blind leap with the enemy at the bottom. Looking forward to the update!
Hey ramzarules, If you check out the worlds menu (in the Citadel), you'll see that there are indeed different settings that will unlock - moonlit cove and rusted wasteland. As for music, RUA2 had several music tracks. To be fair they had to be purchased, thanks to the desire to keep the game F2P and the dumpster fire that is music licensing terms (I've been there...it's not fun to negotiate).
Hey Saucepolicy, good catch about the other two worlds, i forgot about them. Still, i think different tracks and bosses could be a good idea - nowadays i am mostly playing with the sound off, because as awesome Always is, it wore off on me because of repetition.
The Blowhole Blowout event seems to not remember that I already paid for the event. As a result I am sticking to Soul-Shattering Stampede.
As someone patiently waiting for this game to launch globally, I have to ask, will this be like RUA2 with the whole team inferno and team rainbow thing As well as features from 2 that were sadly left and forgotten? Because from the looks of this, It looks like this game is trying to be a revamped version of RUA1 which, while not bad, wouldn't be as epic as RUA2 with the heavenly animation, the designs of the mobs & unicorns, the beauty surrounding the planets, and the beautiful (but sadly) incomplete aspects (Like the 'star force abominations' we see mentioned in the loading screen, or the several other planets, or the cosmic owl in the ice planet and the space whales that players like me are just waiting to play/fight with) I mean, It'd be okay If RUA2 was abandoned and there wouldn't be any plans to revive It of any kind. I'm just saying, a game like that is just oozing wasted potential at the state It's at now (Kinda funny how an incomplete endless runner game like Robot Unicorn attack 2 is putting hundreds and hundreds of fully developed multi million dollar making second rate games to shame in nearly everyway.) One more thing: If you people are the same people behind RUA2 I simply must commend you on your outstanding talent, and you're brilliant taste in music as well. 'The fantasy is real' is one of the best things to have ever graced my ears. Simply amazing!
One more thing, If RUA3 won't have anything related to RUA2, will there be any chance for you guys to update RUA2 or make an RUA4 surrounding the lore for RUA2 or Is the second game just a separate thing?
As Saucepolicy mentions there are more worlds to unlock as the Citadel levels up, so look out for those! Boss fights would be fun, but as it is we have a pretty good spread of bad guys to take on... Roger that - we'll try and make sure there aren't any "unfair" paths in the game The Blowhole Blowout Event should work correctly in the next update (if it's still live that is - new Events will appear periodically) We borrowed a little from both games, but the main (in-game) gameplay is definitely inspired by RUA 1 in terms of feel. We loved the customization in RUA 2 and wanted to extend that and turn it into a real team feeling. That's the core of RUA Forever: finding, building and upgrading your team, sending them on missions and upgrading your unicorn fortress/Citadel to unlock new worlds to explore. Using 3D allows us to do a lot with the animations, world effects and backgrounds, and gives us a lot of flexibility for future updates. We have plenty of ideas for more stuff to come! You'll have to thank the fine people at Pik Pok for the excellent RUA 2. We're a different studio - Get Set Games - and we wouldn't want to just try and copy what Pik Pok did, so we've taken our own path with the game (as it were). The tentpole features this time around are: - The first Robot Unicorn Attacks in 3D - The ability to build a team of unicorns - Giving the unicorns a base in the form of the Citadel, from where they can fight back - A deeper leveling and upgrade structure that adds depth to the main platforming gameplay Those decisions will be up to Adult Swim, who conceived the game originally. Adult Swim is working on a lot of amazing projects right now, on mobile, console and PC, so I'd recommend checking out what they're doing. More Robot Unicorn Attacks games are certainly a possibility, but the focus right now is on RUA 3/Forever and making sure it's as good as it can be before we launch!