JP’s Switchmania asked us a few questions about current state of Top Run and our personal lives and were happy to answer!
We’ve been silent for quite a lot so it’s time for us to finally tell you what have happened to Top Run and us in the past few months.
Part 1. Beta
We started the beta and those were probably the best days of working on the game! Feedback, feedback a lot of valuable feedback and suggestions.
People have sent us very detailed reviews.
And what we didn’t expect (but wanted to) is that they were positive and people actually enjoyed playing our game.
It is still hard to believe it, because after so much time working on our game we have a quite complicated love/hate relationship with it.
Part 2. Publisher
While the beta was going on, some people suggested that we should show Top Run to a publisher. Hmm. Hmmmm. That’s what we thought and after some doubts we decided to give it a go.
Part 3. Waiting
We decided not to make drastic changes to the game in case the publisher will tell us the game is good and that they want some changes, or that it’s bad and we need to change everything. We were waiting for an answer for almost 2 months and at this point developing has slowed down. This was the most challenging part because we were constantly thinking: what should we do? When will we get the answer? It was the first time when we couldn’t plan our workflow.
Part 4. Yes or No?
It was a no. The publisher didn’t approve our game. Of course we were sad, even though we’ve been expecting this. We’ve spent one evening being completely destroyed, eating fast food and talking if it was really worth it from the beginning.
Part 5. Back on track
We woke up broken and sad (and feeling guilty about the amount of junk food we ate). And we started to talk again.
Should we stop everything, forget about game developing – No way!
It all started like a small no name game with a naked man collecting bananas and ended up being a big project for us that became an essential part of our lives. We can’t imagine ourselves working on something else anymore.
We’ve met amazing people along the way:
Beckett – a talented musician who’s music we fell in love with;
Alan – amazing artist who made us the best game cover we could’ve imagined;
John – awesome voice actor who gave Kevin his voice!
And all of you who supported us along the way.
All that waiting and the whole publisher idea was totally worth it! We’ve got a lot of feedback and it’s the best gamedev courses we could’ve found.
Part 6. Plans
We were planning to release our game in 2017. February 2018. Spring 2018. Seems we need to work more on our time management skills.
Right now we’re adding a lot of new cool stuff to the game. And as we’ve already missed all the deadlines we could spend one more month on it.
Maybe two. Because we don’t want to release our game at the same time with E3.
We knew that making games is hard and challenging and the market is oversaturated. What we didn’t know is that the community is incredible and open to newcomers with zero experience. Thank you all for supporting us!
Now we are working even harder to make our game something that we didn’t expect it to be in our bravest dreams!
Mark and Lena
Hot news! Top Run closed Beta is launching this week for Android & iOS! Want to be among the first to try it? Shoot us a message via contact page or an email at email@example.com with your social profile (anywhere), platform of choice and your App/Play Store account!
Can’t wait to hear what you think!
Amazing news! Top Run now has fantastic cover art from incredible Alan Carvalho!
Here’s his website if you want to check out more of his art:
Thanks again, Alan!
What is an 80s game without proper 80s music? Nothing, that’s why today we are happy to announce that Top Run will have an awesome soundtrack by Beckett, one of the best synthwave artists out there!
Here’s a link to his website were you can listen to all of his music:
Finally, the most important thing. Check out the video to see (hear!) how Beckett’s awesome music feels in Top Run!
Today we’re sharing the visual progress of Top Run – how the game’s appearance have changed from the very first try back in June all the way to the latest build we have.
Back then it wasn’t Top Run. Even in the slightest. We were trying to create a simplest endless runner possible and this is what we had somewhere in the middle of it. Nothing, to be honest.
This was the moment when we decided we want it to be an 80’s game. We’ve changed some colors and felt that we have to start from scratch now. So we did.
The very first build of Top Run. The guy just ran there, couldn’t even jump. It was a start though! How do you like these 80s houses, by the way?
It still wasn’t really a game here (even though the guy could actually jump now), but we were starting to understand in which direction we wanted to move.
We’ve skipped a few months because we didn’t have time to work on Top Run, but we were back in the game! We’ve added Buddy (he wasn’t called Buddy at that point, but he had a hoverboard) and some enemies. They were all just walking around, you couldn’t shoot, but it was beginning to look like something.
Finally, enemies worked like they were intended to (you can see Hack right here), you could jump, you could shoot, even the menus were more or less good. Obviously there were no animations yet. You may also notice that we didn’t go for the synthwave look back then.
This was our third Buddy (and a final one!). Around that time we realized that you could basically run forever on the ground level. We fixed it by adding a new running enemy. We didn’t know how they would look like, so we just threw an old Buddy skin there. The buildings here are the actual buildings we use now, even though their looks changes 12 more times.
We tried to make it look like 80s, but didn’t know how. At this point we needed to explain in which era the game was set in. Then it striked us: there is a look that always reminds of the 80s, that we all love and adore. And we switched to a synthwave-ish purple colors.
We’ve tried a lot of things before we got to this look. We’ve even tried post-processing, but turned out phones are not ready for it yet. It took us quite some time to get that post-processed look without actual post-processing. This is what we ended up with and we’re happy about it!
This is our current build. We’ve changed thousands of things between this and the previous one, but you can’t really see it. The look was almost finalized back in December. Now, a thousand more of little invisible changes awaits!
We’ve added a lot of new stuff to Top Run recently, but probably the most important of it is the new bonus level – alternative synthwave universe.
Amazing guys from The Switch Effect have invited us for a small talk and we really enjoyed it! Be sure to check it out!