Hello everyone!
I originally started my devlog on the projects actual website (http://rundierepeat.com), then started cross-posting to IndieDB, and realized that if i was going to be releasing it on itch.io (I am, ofc) I should probablystarting talking about it on itch.io. So that's what I'm doing (and creating a lot of extra stuff I have to keep updated as well =/) .
Why all that intro? Mostly because I'm about to 'start' a dev blog from what is essentially the 6th update.
So - intros aside, here's where Run Die Repeat stands for now!
(There's a demo available - and it released today, by the way!)
We’ve got three big things in this Update
- HATS!
- 19 LEVELS BUILT!
- DEMO AVAILABLE!
Yes – that’s right, hats. But not like Team Fortress, it’s a little different =D
Oh – wait – you were more interested in item number 3? I had no idea.
I’ve been hard at work with Run Die Repeat, trying to get it ready for ‘prime time’ – or at least demo time. I’ve had a few people beta testing some of the early builds, and their feedback has been very encouraging, so I’m pretty excited about this Demo release. All told, including prototyping and failed attempts at starting, Run Die Repeat represents 150+ hours of work.
Ok, so when’s the demo coming out?
It's out now =D
Hats change the way the game plays
Instead of collecting coins (or paying $0.99 each for some reason?) hats are slapped on Runnie’s head when you walk through a machine:
So stylish
When you get a hat, it imbues the player character with a special power, in this case, infinite corpse life, which allows you to navigate areas which would otherwise be impossible to complete with the 6-second “pop” time that’s currently imposed.
Cleanup on aisle 5!
Fallen hats are also fully interactable with the player character – you can climb on them, move them, use them to trigger pressure plates, etc. I think it really adds a new dynamic to the game. There will be more hats added to the game later on – once the first version is released.
19 Levels!
It’s both a big deal, and kinda “behind the scenes” but there are now 19 completed levels in the game – that’s sitting pretty close to my version one release target of “at least 20” =D
New Doodads!
I don’t want to forget the art aspect! Here’s a couple of new art assets, in animated form, for your enjoyment =D I believe that adding moving objects, like these animated monitors, adds quite a bit to the ‘static’ environment that’s appropriate for the era that I’m trying to emulate with Run Die Repeat.
What are those overlords up to?
Frame-by-frame for the win!
I would absolutely LOVE feedback - critical, helpful, or just apathetic, whatever you want to provide is welcomed.