Indie dev looking to share new game with streamers
4 years ago
Tokyo, Japan

I'm an indie dev that is looking for steamers interested in speed running my game Run Jump Rabbit Turtle.

Its a platformer game with a fairly high skill ceiling. You can see info on it here: http://badwrong.games/home/rjrt/

It's not yet released, however any streamers interested in access to the game now can email me at nate.hunter@gmail.com

AustinBlalock and Caidren like this
New Mexico, USA
WereisTheWolf
He/Him, They/Them
4 years ago

Not a streamer but this looks very similar to Celeste, possible contacting some Celeste streamers would be a great way to grab attention for the game! :D

badwrong likes this
Tokyo, Japan

So I did have a thread on the Celeste forum, but I believe it was off topic, thanks for the tip though. I did manage to get a decent bit of traction now with some speedrunners who can now play before release.

Did a run myself and submitted it to get the game added here:

I managed to add it on twitch and added the box-art as well: https://www.twitch.tv/directory/game/Run%20Jump%20Rabbit%20Turtle/videos/all

Its my first game, so I'm putting it on steam first. Then hopefully I can get it on switch and maybe other platforms. I set it to release on 11 June... although its 99.99% done at this point. Just small changes and polish being added as I receive feedback. So far it's been very positive feedback with some QoL tweaks. Plus keyboard bindings, which I have fulled added.

My email is still above if anyone has any questions or comments. Hopefully its added as a new game here soon!

Quivico, Imaproshaman and 2 others like this
Pennsylvania, USA

The game sounds good I can't wait to try it

Tokyo, Japan

I've added a few patches to tweak the gameplay based on steamer/youtuber feedback. The control just feels great. I've always felt my game had good controls, but the extra quality of life changes really helped I think. I did add some funky math to the red spikey block's collision code so that it "feels less strict". Basically you get 4 pixels of forgiveness when touching them (technically they are a tilemap, so they dont even have hitboxes lol).

Anyway, I have some extra steam keys for the game. Try to be honest and just take one then reply to the thread saying which one you used. I realize this is the internet and that might not happen, lol. Anyway, here are 5 keys that will give access to the game before release through steam. 96J0G-CMCE4-283N5 68HCV-IPCWJ-AGJH5 2AC2D-W9ADV-E2AJM T5MNC-IVZTL-R2BJP TP4H4-B5AH2-BR4P4

Also, for those that have a moment it helps indie developers a ton when someone just wishlists their game. Something to do with steam "algorithms"... or at least that's what other indie devs told me. So anyone who doesn't mind: https://store.steampowered.com/app/1076050/Run_Jump_Rabbit_Turtle/

Iowa, USA

I took T5MNC-IVZTL-R2BJP

I'll give this a spin over the weekend and try to give some feedback. Seems like an interesting platformer.

Canada

I took TP4H4... played it for about 20 minutes so far, the platforming mechanics seem pretty solid, there's a bit of a learning curve but I'm not having too much trouble with it even though I'm not particularly experienced with 2D platformers. I'll keep playing it to get a better idea of how I feel about the mechanics, but right off the bat I can recommend some quality-of-life improvements for the game itself.

  1. Native controller support would be nice. I understand implementing it can be kinda tricky and Steam's built-in controller remapping eliminates a lot of the need for it but I still think it would be worth having. Getting an on-screen prompt to press K and then trying to figure out which button on my controller is mapped to K is not ideal.

  2. The text looks... pretty bad honestly. It looks like it's very low resolution and being upscaled way more than it should be. The pixelation and anti-aliasing on it make it slightly difficult to read, and definitely pulls me out of the game a bit.

  3. The name selection thing could use some work. There's that on-screen keyboard thing that pops up, but it doesn't seem to... do anything? I expected to be able to navigate it with the arrow keys or with the control stick/DPad on my controller, but the arrow keys didn't seem to do anything and attempting to use the controller just typed WASD into the text box (another reason to have native controller support). 99% of people will just type their name in like normal people and never notice but the 0.0001% of people that treat their keyboards like NES controllers would appreciate being able to use it. Also, I noticed that while attempting to create a new profile in the profile menu, pressing backspace actually just cancels creating the new profile instead of doing, you know, backspace stuff. This is infuriating.

  4. There's a lot of general UI control issues. I generally expect to be able to use the arrow and Enter keys on menus in games, but the arrow keys don't work and Enter only seems to work on some menus. On Yes/No prompts (such as the "Speedrun Mode?" prompt while creating a new profile) it's not 100% clear which option you have selected (I correctly assumed that it was the white one, but I think it would be a good idea to have a highlight around it or something just to make it a bit less vague). Also, on the "Speedrun Mode" prompt, pressing Escape seems to just continue forward instead of going backwards as you would expect it to. And there's the aforementioned backspace issue. Overall the game's UI control just seems somewhat inconsistent with itself as well as other games.

Edited by the author 4 years ago
Imaproshaman and badwrong like this
Pennsylvania, USA

I'll give it a try over the weekend and let you know what I think. ShikenNuggets wrote what seems like some honest feedback. :) I'll give mine soon over the weekend when I get time to play it.

Imaproshaman likes this
Tokyo, Japan

Thanks a ton for the feedback. I'll start getting some of those QoL things added.

Imaproshaman likes this
Tokyo, Japan

So I changed a ton of UI stuff today in order to get the font looking much nicer. The GUI layer is now doubled in size and you should notice a HUGE improvement in that regard.

The various tweaks with "yes no" boxes and buttons not seeming normal has been changed in all the menus.

For steam controller, I will need to do some more work to get it working like a normal controller. Steam controller isn't technically detected as xinput or directinput which makes it just weird. But the API documentation should have the steps to take.

Also, I added double keybinds by default for keyboard directional keys so the arrow keys will always just be bound as well as WASD.

Please let me know what you think and again thanks for the feedback.

Imaproshaman likes this
Tokyo, Japan

My game finally got its first review... and the reviewer loved it! https://doctorsofgaming.com/2019/05/run-jump-rabbit-turtle-review/

He described the game better than I can haha. But I'm not much of a writer, I'm programmer and gamer.

Pennsylvania, USA

That's great I played some of it today because I couldn't get to it over the weekend and can't wait to see it on steam! Do you have any other games planned in the future or not yet??

Imaproshaman and badwrong like this
Tokyo, Japan

I am prototyping my next game when I have time.

So far I have created the basics for 8-directional isometric movement. It's gonna be a rogue-like with A-rpg mechanics. Instead of gear/guns/armor the random drops are skills that play into a deep combo system. Since its rogue-like, high drop rates (since you lose most all on death). I have a ton of cool mechanics worked out for it, but its suuuuper early to show anything.

RJRT is my first game, it's getting me the experience putting something on steam and getting the word out about it. My next game I will be showing a TON more stuff through the entire development process.

If you wanna see what the prototype looked like after 3 days here ya go:

Note, that is all prototype graphics... random sprites you grab off the internet and use just to work on the feel, controls, hitboxes, etc. Not a single image there will be in the actual game. In that clip I'm just seeing how many things I can fill the screen with and have smooth performance.

Ontario, Canada

I took 96J0G-CMCE4-283N5, I'll try it a bit, then try to give some feedback. It looks really good from videos though, so I'm excited. Do you have any other games you made or more planned games?

badwrong likes this
Tokyo, Japan

This is my first game. I do have more planned. I have 2 main ideas right now after this game. One would be a sequel to this, with higher resolution sprites and a third character that you swap between. I wont say who the 3rd character is, because its a spoiler in the first game. Its just a cool idea I thought of a few days ago and the game play (at least in my head) sounds awesome.

Other idea is a rogue-like I've been having ideas on for years.

Also, I created a subreddit for RJRT, https://www.reddit.com/r/RJRT/ Hopefully people join and get involved in its development. Lastly, although the core of the game is done and in a very good state, I decided to put it in early access. That way I can add more tilesets for visual variety, add some extra challenge levels or something cool. And get broader feedback beyond this community. I plan on just 2 months in early access and I flipped the switch a few hours ago on steam. The page is here: https://store.steampowered.com/app/1076050/Run_Jump_Rabbit_Turtle/

Oh and the art on the steam page is waaaaay better now lol. I paid another indie dev to make some nice promo art for it. I'm colorblind and its hell sometimes when I think something looks good and then my wife tells me otherwise hah. But the new stuff on the page in that link I think looks great, and he used my sprite to make it... so I must not suck that bad.

Tokyo, Japan

The game has been added to the site! https://www.speedrun.com/rjrt

Once I have time I'll upload a few of my own runs. They said its not cheating even though I'm the dev.

Valhalla

I wouldn't call it cheating. You certainly know more about the inner workings of the game than anyone else, and probably played it more than anyone else, but it's still your skill in the game against other's :p

Imaproshaman likes this
Tokyo, Japan

True, I spent hundreds of hours playing already lol. I'm hoping to see others with more skill than myself. I like sharing lots of the inner workings... but also like leaving some as something to be discovered.

Also what's with the anti-community feeling from Demanta? There is a website, download sites and others if you are interested. But I want to be involved with a gaming community that might play my game. I'm not a fan of those devs who are hidden from the world and only communicate through the occasional tweet or reddit post (looking at you EA).

Imaproshaman likes this
Finland

i took 68HCV-IPCWJ-AGJH5. I played the game for a little under an hour and it was fun to play :D but the camera moved way too much making it sometimes hard to see where you are landing thats the only problem (at least for me) that i found i should have played it more before leaving a review but whatever ;P

where does the name come from? :P

Tokyo, Japan

The name was just the best way to describe the game hah. Since in the code the keybinds are actually "jump, rabbit, turtle" sorta.

In the options menu I did add a camera speed section that might help you out with the speed of the camera. The camera is setup to look ahead a bit based on the players movement, which feels nice when you are moving fast and performing well. But it can move to quick when first starting out I think. I'm working at nailing things for all types of players, but isn't that the ongoing thing all game devs try to do lol.