![]() ![]() Of course, it was pretty obvious that not everyone would want that, so we allowed for full customization of the layout in the options menu. ![]() ![]() Local multiplayer was a huge part of the original Runbow, so the default key layout was designed the way that it was so that a couple people could try to cram themselves around one keyboard to play together if they wanted to. #Runbow pocket cia Pc#I’m a console guy myself, so I definitely get where you’re coming from, and this is actually something that we tried to account for when designing the PC version of the game. Do you think the game is a better fit on consoles than on the traditional PC? When I played the Xbox One version, it just clicked. When I played the PC version, I had a lot of trouble getting used to the key layout. When we combined those ideas together with the super weird and obscure jam theme that we had (something like “the world is not what you see but what you are", I don’t know), Runbow was born! And even in that jam, we were getting really solid feedback and seeing people have a lot of fun when they were playing it, so we decided to pursue it. One of our guys wanted to make a competitive multiplayer game, another wanted something that involved colors. Our very first prototype for Runbow came from mashing up a bunch of ideas in a game jam. How did you guys come up with this concept? Runbow is such a unique game experience, something that I myself have never seen before. Of course, it didn’t help that there was construction going on on the floor above us, so every day was just 8 hours of banging and hammering and drilling noises coming from the ceiling. It was something we didn’t have before, so there was no ground work, and the plugins we were using kept breaking on them in weird ways that they weren’t expecting. They worked on the project longer than anyone, so I asked for their thoughts on what was the most difficult to implement, and they both agreed (pretty quickly) that voice chat was a challenge. When we started working on it, we’d just hired two new guys, Mike and Elsio. ![]() The Xbox version was much easier on us than that. I think I actually saw our coders age five years before my eyes when it shipped. So that took a lot of work and experimentation and hair pulling, and the project took a lot longer than we thought it would get out there. We use the Unity engine and it didn’t actually have support for the 3DS when we started working on it. Surprise bug that makes us go, “Oh.can you do that in the other versions?” And then we have to go back and check all panicked, but usually, it’s just a result of moving to a new system.īy and large, the biggest challenge was creating Runbow Pocket for the New Nintendo 3DS. How difficult has the process been moving between these disparate systems?Įvery version of the game has come with its own unique challenges and hurdles. Hi Justin, Runbow has been with us for many years, first appearing on the Wii and then PC. I spoke to the Lead Level Designer, Justin Fernandes, about the developer's experience porting the game and the overall reception on Xbox One: The game also offers players a multitude of multiplayer maps and online modes, and more interestingly, an Adventure Mode which sees you beat levels of increasing difficulty to reach the evil Satura, an angry assassin that hates people having fun, for some reason. If one of you cannot keep up, however, the one falling behind dies and will need to wait until the other finishes the level or in most cases fails to time a specific jump perfectly, and falls to his death. There is nothing more satisfying than to beat your opponent by reaching a specific goal. Gameplay is extremely fun, and with the Xbox One version, co-op has become a go to play mode for me in particular. This causes some interesting twists when you least expect it, making it quite exhilarating. If the background and the platform match, you cannot jump to it. However, the catch here is that the background during gameplay changes to match a specific platform color at repeating intervals. Each level comes with a multitude of platforms of different colors. Unlike those games, the developer introduced a new mechanic that forces the user to play it cool, or in some cases think outside the box. Runbow is a 2D-platformer, but with a very big twist in the tried and trusted formula that one would see in games like iDARB and Unnamed Fiasco. Then, shortly after my run in with this game, 13AM Games announced that it would launch the game on Microsoft's platform, and I rejoiced. When I first played Runbow on PC, the game seemed to be quite fun however, the lack of a proper control scheme, which forced me to quit a majority of the time left me wanting the title on Xbox One. ![]()
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