David, my man. That doppler effect you threw in for IRyS is hilarious and makes me chuckle every time. Those little details make this game more enjoyable. Much appreciated.
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Do you mean the voice volume fading away when IRyS flies into the sky?
Yeah, that was suggested by someone in the comments some time ago. I like the result. :)
I can't believe I made it to 21k wth Big Soda, Kromei, Divorce papers, and Rebirth in the pocket and I died going #TooFast three times and then getting put in jail twice and slamming right in to Bae lmao ALL within 1km
That was a great powerup loadout!
Too bad rng decided it was too much power for a mortal and ended you. XD
Dafuq just happened?
you caught me off guard with [redacted] you sneaky dev you, also am i wrong for thinking bae still needs some form of animation? or is that too much to ask regardless?
(i was also a little too hopeful that kiara would turn bae into a boost)
Give Bae an animation? Hmmm... but remember she's just a figure, so she should stay still.
And Kiara making Bae into a boost would make her power even more OP than it already is. However, having something turn Bae into a booster sounds like an interesting idea for a future update. I'll write it down! Thanks!
it still feels a tad off to have everyone else have an animation, though if you do the bae booster thing i think i'd be less offended by bae not having an animation, though it still feels weird to have irys just blast into space at extreme speeds at certain angles
I create sync command for copy data from windows to android using ADB and can you find location savedata.ddd in linux?
According to Unity's documentation, it should be located in
Love the game! but When I get a new dress it replaces the one I already like. Is there a way that whenever I unlock a new dress that it doesn't replace the one I already have?
No. It will keep changing as you unlock new stuff.
I'll write down the idea to add a setting in the options menu to disable that. So maybe it will be there in v4. Thanks for the feedback! :)
just did this, so close to the 333 achievement ;w;
this seems to be a bug? i had only mumei and calli maxed but it let me fuse mumei and kronii and then get another kronii upgrade since there was one offered in that level up
not sure if u already know about this but just in case
Hello, can i translate to indonesian?
Can you provide an Android APK directly to itch that doesn’t require Google Play Services? I specifically use itch.io to avoid that.
Thank you for your comment.
I'm afraid I cannot provide an APK. I will only publish Android builds to the Google Play Store for all my new games. Sorry.
I love this game, I really enjoy this thank you so very much for this game!
Finally I can play this game everywhere.
A ctually I didn't even know this game has already released on google play lol.
I'm just happy to be able to play this on my phones. ty for releasing good game and ty for replying my google play reviews.
btw if i play this game on android idk why but it plays 30 frames. i think it's problem on my phone or something.
Thank you for playing!
The 30 frames per second on mobile (half refresh rate) is something Unity does by default to preserve battery and prevent the device from heating up when playing long sessions.
Version 3.0.0 will have a setting that can be enabled to force 60fps (or full refresh rate) on mobile. Just keep in mind the increased battery use and potential heat on your device.
Are you going to add in the new model, or just change the current one? Maybe as alternate costumes?
Murphy's first law of Delivering Hope: The more levels you put into a skill, the less likely you are to hit the power-up it boosts.
can you add ririsya into the game i love her
Some random accumulated thoughts:
- At the moment, it feels like attaining a significant altitude/vertical speed is a liability. You don't accumulate down-boost, you can't collect yeets/sodas/etc, and it's tricky to tell whether or not you're about to crash into that Bae coming up. The only advantage, aside from some one-off altitude achievements, is that you don't need to worry about meatballs or Baes, except the ones you blindly crash into at 25 meters per second.
It's making me start to think that yeet-boosts (and especially Mumei's big toss) aren't really helping. They might even be liabilities. To counteract this, some reward for getting high might be nice. Maybe accumulating XP faster the higher you are? Or some new mechanic, similar to the down-boost, if you want something less simple yet disruptive to existing mechanics.
- Speaking of down-boosts...only being able to use them while moving up is a weird restriction. They're sometimes useful for exploiting an opportunity before you fly away, but the narrow angle windows and how quickly the angle bounces around, it's tricky to pull off—you need to hit F at the right moment, then release it at the right moment. And since you can't use it while moving down or sideways, it doesn't help you avoid hazards unless you can predict where you're going to land early in the arc—and if you're moving with speed, you'll probably stop moving up before your landing site comes onscreen.
Down-boosts feel very restrictive. I feel like there's an intended use case I'm missing, because otherwise it feels too restrictive to be useful with any regularity.
- The camera feels weird. If I'm reading its behavior correctly, it has two zoom levels it can slide between; this is fine under certain ranges of speed/altitude, but also sometimes feels weird. I assume you tried a more granular camera and something didn't work?
It also feels way too easy to fly off the top of the screen. That feels like it should be exciting and uncommon, but it's common when you combine a decent base speed with a yeet/boost. Under current physics, a 10-meter ceiling feels too low. A fairly mundane 12 or 15 meter apoapsis doesn't feel very different from a 60- or 100-meter one; its just IRyS staying offscreen longer.
- Airspace feels underutilized. Flying items are fun but simple, Monopoly boards are fun but random. (Though I like that both good and bad are better/less bad if you're low on boosts. Helps with strategizing.) Both are rare. There should be less stuff in the air than on the ground, but it would be nice if there was more stuff up there. It would complicate flying items, though.
If you take this suggestion into consideration, consider adding some kind of indicator for upcoming airborne items. Actually, maybe consider that anyways—it could help make use of flight-item boosts.
- It would be funny if IRyS's voice grew faint at high altitudes. Imagine a "WHYYYyyyyy...?" trailing off as Mumei yeets her into the mesosphere.
Thank you for all the ideas and comments!
Many of your points are planned to be addressed in Version 3.0.
There are plans to add some "special stage" that will trigger when going into high altitudes which will provide some bonuses to the player (as long as they play skillfully), so there's less "dead time" while IRyS is off-screen.
There are plans to make downboost upgradeable to widen the aim angle and also give it more power since currently it's mainly conserves the current player velocity. However it will remain to be only usable while moving up. The main use is to force a landing on an item closer than the predicted landing spot, so you don't have to wait to see what's coming up later in the flight trajectory. Best example is downboosting to catch a soda right after Calli boosts you up or after manually boosting to avoid Bae. Other uses are to "chain" boosts, by quickly downboosting after a Calli into a Mumei. It's not recommended to downboost into a Kronii as the angle is not high enough to guarantee a horizontal boost (at least not until update 3.0)
A visual indicator for upcoming air items is planned for update 3.0 as well.
Further accumulated thoughts:
- I think part of what rubs me the wrong way about how the down-boost is currently implemented is the ways it restricts your control. It feels like the counterpart to the normal boost, which you can activate any time you have charge, letting you use it for anything that a sudden velocity change could be helpful for; avoiding Bae, restarting a stalled flight,
catchingdifferently missing an airborne power-up, etc. But you can only use a down-boost if you are at a fairly specific altitude and moving up, meaning that it's basically useless for anything except recovering a power-up that you landed slightly to the left of, or occasionally dodging Bae if you know you're going to hit her at the right time and can get the right angle. And that uselessness isn't a factor of the down-boost, but of when the game lets you down-boost, for no reason beyond the game designer deciding you shouldn't want to down-boost when you're not going up enough.
- It would be neat if the game pointed out certain achievements you re-achieved during a run. Not the basic ones like Super Glider, Rocket Power, or the Monopoly achievements, but the ones that feel like achievements. Might help some of the runs that didn't achieve anything new feel like they achieved something.
- To be clear, I was serious about IRyS's volume changing with altitude. That wasn't just a joke. I think it would help "sell" when IRyS gets really high.
soft dev is literally the best fan made game developer for hololive
I flew over 30km and there was no achievement. :sob:
It would be nice to unlock character skins and visual effects when certain achievements are achieved.
For example, after achieving a flight of 30 km or more, the boost wing effect and charge icon can be replaced with a slightly more luxurious look. or a nice looking skin
Thank you for the feedback and suggestions. I have plans to add more visual effects in version 3.0.
I didn't expect for players to fly further than 30Km in this update lol
Thank you for playing! If you keep at it, you'll surely beat Kaela's score!
Adding multiplayer at this point in development is too much work. Things like these must be considered from the beginning of the project and it's too late now. Thank you for the idea though. I want to include online multiplayer in a future project.
Love the game! Btw, any chance to have some sort of Sana cameo in the game in the future? I think she's the only one in CouncilRys that isn't in the game, unless I'm mistaken. Also I agree with the other coments, Kaela in the game would be awesome!
Thank you for playing!
I have plans to add Sana, Fauna and the Myth girls to the game at some point. Kaela and maybe other holoID talents will also be included.
However, it will take time as I can't add them all at once. Please be patient!
Ayer estaba jugando con la intención de completar el reto de los 150 metros de altura, pero no lo logré y terminé saliendo del juego. Entré a YouTube y me di cuenta de que Kaela estaba jugando al juego en ese momento, así que entré a ver si stream y noté que el juego fue actualizado. Vine aquí y descargué la actualización.
Intenté abrir el juego pero me ha dado un error y no se abre nada mas que esta pequeña ventana incompleta, si se puede llamar de algún modo (La que está en la panza de Gura)
Me dije a mí mismo que es un bug y decido esperar a un parche o algo. Al terminar de ver el stream de Kaela, vuelvo a mi PC con la intención de intentar alcanzar los 150 metros de altura. Abro la versión 1.0.3 del juego y resulta que se ha dañado gracias a la actualización que descargué. Mis 28k metros de vuelo, todos los retos completados (excepto el de los 150 metros de altura) todo se ha ido a la basura.
La versión web no funciona para mí. Intento iniciar el juego y se cuelga en 0% de carga. Soy un jugador bastante recurrente (Juego al menos 20 veces en la semana) Juego en una laptop portátil de bajos recursos, y el juego iba muy, muy fluido. Espero que las siguientes actualizaciones no estén enfocadas para PC de alta gama, porque no dispongo de una y ni siquiera estoy cerca de poder comprar una de recursos medios. Si pudieras darme pistas de cómo solucionarlo, o si piensas hacer un parche para arreglarlo, me haría feliz saberlo.
Muy buen juego, el único que me ha gustado de este tipo. <3
Hola. Muchas gracias por jugar.
No debes abrir versiones antiguas del juego luego de utilizar la nueva. Voy a colocar una advertencia para indicar esto en la página del juego, pues puede haber problemas de compatibilidad.
Me puedes compartir los detalles de tu laptop? (Procesador, memoria RAM, tarjeta gráfica, versión de Windows) Me interesa conocer la configuración mínima en la que el juego corre fluido.
El problema con la ventana "incompleta" quizás se pueda solucionar borrando los datos de preferencias de tu PC. Esta información está grabada en el registro de Windows. Debes navegar a la ruta HKEY_CURRENT_USER/SOFTWARE/David Wu/Delivering Hope/ y borrar todos los ítems que aparecen en el panel derecho, excepto el que aparece primero en la lista usualmente llamado "(Predeterminado)". Ver la imagen adjunta más abajo.
ADVERTENCIA: Editar el registro de Windows es una operación para usuarios avanzados. No me hago responsable si dañas tu equipo al hacer cambios en el registro.
Gracias por contestar, amigo. Respecto a mi laptop, es una bastante básica, de hecho me sorprende que el juego me fuese muy fluido pese a eso,.
Los detalles de mi laptop son los siguientes:
Windows 10 Enterprise 2016 LTSB
Procesador: Intel(R) Celeron(R) CPU 847 @ 1.10GHz 1.10GHz
Memoria RAM: 2GB
Tarjeta de video (Por defecto): Intel HD Graphics Sandy Bridge (743 MB de vídeo total)
Muchas gracias por el tip, lo haré en seguida. <3
you think you could add the air power-ups to the tracker too? its hard to plan around them cause whenever i try to upgrade those power-ups and go for them they always come out of nowhere and i can't try to aim for them
Thank you for the suggestion. I'll think of a way to add this without breaking the already existing UI.
I've got an idea, though I've no idea how much of a pain it'd be to implement it:
New obstacle, Kaela: She intentionally works a bit different from all the other characters that you can collide into, in that she intentionally jumps up to meet Irys (only a short distance, within the screen limits for sure) and activate her effect, but if you "directly" hit her where she's standing on the ground you pass through her.
Her effect being that she spikes Irys (Maybe with her smithing hammer, lol) into whatever the next obstacle is at a very increased speed? This way, it's a risk/reward scenario, in that you could get a big speed boost from her into another beneficial obstacle, or it could be a *bad* obstacle that she throws her into.
I'm suggesting the "short jump" mechanic so that she's in the air when she does this, and can impart some vertical speed in the process as well; if she did this on the ground, it'd effectively kill *all* vertical velocity and instead just kind of skip her along. Further, ensuring that the player can either go way above her to avoid her or intentionally go right through her to avoid the effect would allow her to not just automatically activate *EVERY TIME* she's passed; I don't think it's a good idea to automatically ensure she always activates, just within a relatively short (but different/novel) range.
The other thing I'd think to add is that Kaela only does one jump, and she cannot "change" the jump after it initiates; that way, if Irys' arc changes after she's initiated the jump, the player could miss her as a result of the change, this way someone could avoid her either with the downward spike ability or with a soda if they really didn't want to impact her for some reason.
Anyway, this is all complicated and just something I thought up to try and make an obstacle that works differently; I don't actually know if it's a good idea or not. But, it's there if you want it. Anyway, thanks for making this game! It's really fun.
Thanks for the suggestion. I'll write it down!
Need to add Kaela in an update
Thanks for the bug fixes!
I think I found a bug with gliders and retrying:
While IRyS is on a glider, if I pause and click "Try Again", I cannot boost at all with Space/Left click. This state persists even when I retry again, or when I go back to the title screen and start another run.
It returns to normal when IRyS gets another glider (without retrying again) though.
I guess it has something to do with a "no boosting" Boolean flag that isn't reset upon retry?
For reference, I'm using Patch 2.0.1 on the web.
For whatever reason, the game starts like this. I can't seem to do anything to maximize the screen, but i know the game at least is running because i can hear music. Any suggestions?
That's a weird bug.
Can you provide more details?
What Windows version are you trying to play on? Umm is this a laptop or desktop? What's your screen resolution?
Does the web version work OK? Do other games work fine?
Windows 10, it's a desktop, and my screen resolution is 1024x768
At last, the web version does work but it runs terribly, at a frame rate so low that is absolutely unplayable
Hmm... The web version should not be too taxing on the PC. Are you using Chrome?
Also, may I ask your computer specs? Processor, memory and GPU?
I use Opera GX with hardware acceleration enabled
Intel core duo 2.22Ghz, 4GB ram and an awful onboard video with a measly 256MB of memory
I see. Probably the computer specs are a bit low for the game.
You should seriously consider getting a newer PC. That's a 15 year old processor you're using there. Pretty cool that it still works to this day, but it may be a bit slow for comfortable gaming. A dedicated GPU will help a lot too. If you don't plan to game often, just get the low spec ones and it should be fine.
this is slowly turning into the original, will you add more features or is this the final version? like will we see more characters and the weird combo system (that ended with the game's game stopper)
I have plans to add more features to the game, yes.
I'm not sure about the combo system. I'll see if it fits after I finish adding all the planned characters and extra features.
Eh I like the original a little too much I admit. Also if I got this right kronii changes the angle you are moving yes? Like if you were going mostly vertical you go horizontal and vice versa?
You are right about Kronii. If you hit her at a high angle she will shoot you forward and if you hit her on a low angle she'll throw you up into the sky. Most of the time you'll be moving fast horizontally so that's why almost always she ends up sending chibiRyS several meters high.
isn’t it a bit harsh for bae to be a run ender at all speeds?
Maybe im the wrong person to ask though. I played many games of this kind so i am kinda used to the same type of run enders but at high speeds they reduce speed to a crawl and get knocked down (like i think they felt like a 90% speed decrease)
Bea is a interesting change of pace i gotta admit though
Two pieces of feedback about the downward boost.
First, I use a keyboard to play the game (hooking up a mouse is kinda inconvenient), so it took me a while to figure out how to make the down-boost work. The game says you need to hit 'f,' but you seemingly need to hit 'F'—like, shift+'f'. That's inconvenient and weird.
Second, it took me a while to confirm that that's (part of) what's going on, because the circumstances when I can down-boost are unclear. It seems you need to be at just the right altitude (for some reason), but sometimes it seems like the you-can-boost arrow flickers into and out of existence...maybe as the targets it's pointing at move away and new ones come into being? I have no idea how it's supposed to work, so maybe my description is way off, but the fact that I have no idea how it's supposed to work is kinda the problem?
Thank you for the feedback!
The F key shouldn't need the shift key combination... hmmm. Could you please provide more details of your play environment? Platform: web (specify which browser), windows (specify version), linux (distro); Keyboard language and any other details you consider relevant.
The arrow flickering is caused by flying real close to the activation zone. You need to be flying above Calli's height and somewhere a bit below the top edge of the screen (when the camera zooms out). You can't down boost when you're too close to the ground or when you've sent chibiRyS off-screen. I'll probably add some sort of graphic to the game page to show the activation window.
I've done a bit more testing, and I've boosted without shift once. So, I guess the time I tried pressing shift was just the first time I got the down-boost to work.
Even when I'm at what I'm pretty sure is the right altitude, pressing F sometimes doesn't do anything, and I have no idea why. I'm sorry that I can't provide more detail than that. If I could...well, I guess if I understood what was going on well enough to explain it, I wouldn't have a problem.
Hold on. Can you only use the down-boost when you're going up? Is that what's going on?
Amazing new update! I have some feedback regarding two things
The timing window where downward boost can be used is often too small for me to be able to use it like I want to. I get that you probably don't want it to become like an emergency boost to be used when slowed to a crawl, but if I'm going at high vertical speeds it becomes very hard to use it properly
Glider/Rocket: Please allow us to dismount on demand, these two items often end up dropping me in a way that makes me immediately crash into Bae, which makes them feel more like hazards than boosts, since I have to immediately burn a charge or have my run ended
Besides these two things I'm having a blast with both the PC and mobile versions, many thanks for creating this game and updating it!
Edit: If you don't mind me asking, what are the mechanics regarding down boost charging? Sometimes it feels like it's charging really slow but sometimes I see it get a ton of charge in a small period
Thank you for the detailed feedback!
I'll consider adding the early dismount from Glider and Rocket. Sounds like a good idea!
Downward boost can only be used when flying above Calli's height and a bit below the far view ceiling (around the clouds), so if you're moving too fast vertically you will fly past the window really quickly. It's better to save it for when you're moving more horizontally than vertically.
About the charging, it happens while flying at a certain height window, which is slightly narrower than the activation window. You will get a lot of charge when using glider or rocket since you're kept inside the charge window for a relatively long time. You will get almost no charge when zooming vertically.
Once again, thank you for the feedback, I really appreciate it! :D
i too often have my momentum reduced to a crawl, usually because kronii or mum shoot me straight in the air. it doesn't feel good when that happens
Well, Kronii's role in the game is almost like the meatball. There are occasions where she'll be usefull and sometimes she'll be a nuisance.
Try going into Kronii at a high angle and watch yourself get propelled forward at high speed.
you be zoommin
I totally recommend this game for someone who wants to just have fun , the art is cute and pretty, its an awesome game with lots of potential!
P.S. I got a 25k highscore ( I screenshotted it , not to brag but i got a little excited when i got over 10 k but i ended up getting 25k!)
It's so nice of Calli to give all those boosts. That, or she likes yeeting medium people almost as much as small ones.
Minor note: The upgrades feel really small. A 10% boost to something that might show up when I need it, and that I might hit when it shows up?
Maybe they'd feel less small if they came with some modifications to the probability of related things showing up? Like, the Calli-yeet-booster also increases the chance of Calliopies spawning, or the meatball-slow-reducer replaces some Baes with meatballs, or something like that.
Thank you for the feedback.
Remember that upgrades stack, so a max level Calli Power resist gives 75% stronger yeets, which is quite a lot. Same with meatball resist. 50% slow resist is very strong.
I'll think about upgrades that modify spawn probabilities and do some testing to see if it doesn't break the game. XD
It might be a UX thing more than a balance thing. It's hard to feel a 15% boost to Calli tosses, for instance, especially when your attempts don't last long enough to max anything, or even reach level 3 in anything. The occasional double soda is a bit easier to feel, since you can see the double sodas (even if you're twenty meters above them).
Maybe the upgrades just need "juice"? Something to make it feel like Calli's throwing you harder, like the upgrades are doing something?
Another point of technical feedback: Sometimes spacebar works instead of clicks and sometimes it doesn't? It works most of the times I load the game, but sometimes it doesn't. It's a small point (you're instructed to click, and clicking always seems to work), but it's also really weird.
(Browser version, same device each time.)
I see. I'll think about ways to add more juice.
About the spacebar... hmmm, I have no idea. There's nothing in the code that could be blocking it from working. It could be a browser specific issue. I'll write it down to do some more testing later. What browser are you using?
The art of this game is just soo adorable
This game is actually pretty fun, I played for 3 hours and didn't even realize I played that long lol 8.2 / 10 deff has replay value
It reminds me to fantastic four : silver surfer in java phone game
Thank you for including a Linux version!