Run Steal Trap Kill - Update 1.1 and Postmortem


After only a few weeks i got a new and probably final update to Run Steal Trap Kill. I delivered on most promises i made last post with the release. The game has a completely new level that I'm really proud of. This time first I made it in blender (The previous level was with unity probuilder). For the level I looked at real temples on earth and tried to learn what i could add as inspiration. An example of that is the courtyard. It feels like its own place in the temple and i think turned out quite well.

Top-Down View of temple courtyard

After having made the level including the new blade trap, I started fixing the visuals. Here two images for comparison:

New level and visuals

Old level and visuals

The biggest problem with the previous build was the lighting. Unity automatically set the game quality to low which messed with it a lot and besides that i hadn't baked any lighting nor where there any lights to begin with. So setting the quality right and adding baked lighting improved my game drastically.

After all the level stuff I added new mechanics for the "main quest"/lore of the game. I did this mainly for a school module, but from the beginning i already had some thoughts on why the players where there and the world around them. You can now find notes around the level of an previous runner. It's now canon that the players loop the same temple and so the runner Osen shares his at least 5 days of survival. And i added an introduction video from your "client" shall i say:

I tried really hard to do a old timey mid-Atlantic accent and failed miserably, but i don't really have money for a voice actor. I think it introduces the game and story well enough. Maybe in the future i could look into using an AI voice, but any free ones are probably worse than my own.

With the main quest i also added points. You can get rid of the artifact in 2 ways. By giving it to father and the black machine or destroying it on the altar on the other side. The second gets promoted by Osen:

First note you find of Osen

The actual text has changed a bit but this gets the point across.

By giving it to either faction you get faction specific points. These points don't do anything at the moment though. I took the inspiration from Sea of Thieves, the idea is that you can unlock cosmetics with it, but that hasn't been added. 

I also added sounds. By far not for everything but it made the game feel a lot more alive. I made all music myself in a day. I think it creates a good mysterious vibe which i was going for with the lore, but I'm not sure it fits the gameplay. I made 3 versions: Menu, Runner and Artifact. Each adding on the last with more intensity. Artifact begins to play when a player has picked up the artifact. The music changes tempo from 90 to 120 and adds a nice 8bit synth. It makes the last moments of the game a lot more intense. If you want to hear it I guess you'll just have to download the game.

And that's really it for what I've done and fixed. I mean there are some small features that polishes the game a bit more. Like a settings menu and an "E to Interact" pop up, but nothing major.

There are a few bugs I still need to fix: Player Names don't get synced well & You can just walk off the map for example.

The game sadly only has a few views and downloads so I am not planning on doing anything big with the project. I think the biggest reason why the got so little attention is when I published I wasn't focusing on marketing and for the first weeks I got zero clicks form my awful art.

Old cover image

And this is the better one. The old one was even less clear on what the game entails. I found out Deathrun as multiplayer gamemode is a way less known concept than I thought. I kept needing to explain the concept to others i told about the game even though they also are game designers. 

But I just didn't promote it to any friends or discord servers. I was way to focused on getting an update and the game didn't really look that appealing. My chance to get into new and populair is long gone. So in the future I'll probably only publish a fully polished market thought out game if I'm going for as much attention as possible.

Anyway that's really everything then. Thanks for reading and keep on running. (I really like that phrase, but i won't be able to use it anymore unless i make games related to running or keep developing this game lol) 

Files

Run Steal Trap Kill.zip 97 MB
Jun 13, 2024

Get Run Steal, Trap Kill

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