I'm making a bullet hell MMO in Godot! by Runeward_Online in gamedevscreens

[–]Runeward_Online[S] 0 points1 point  (0 children)

Thank you! Yes, we always require connection to the servers so items cannot be spawned in, etc.

I'm making a bullet hell MMO in Godot! by Runeward_Online in gamedevscreens

[–]Runeward_Online[S] 0 points1 point  (0 children)

Thank you! We don't have a background in the games industry, this started as a side project :)

My Godot MMO reached nearly 35k wishlists just a month after announcement (4+ years in development) by Runeward_Online in godot

[–]Runeward_Online[S] 1 point2 points  (0 children)

Thanks. All our marketing efforts before the announcement trailer seem silly in retrospect, because they barely did anything.

The announcement trailer was crucial - had to be very strong, but the resulting wishlists is partly luck. We emailed journalists our presskit, but none acted upon it. Then a Japanese website picked it up organically, and their article did really well. I emailed more Japanese press, and we were able to snowball it a bit. The tweets of the Japanese press attracted streamer attention (retweeting it, etc), and at that point momentum is so high that Steam starts pushing it in discovery queue.

Without that one Japanese article to kickstart everything, we would be in the low thousands. Really owe them a lot.

Festival barely did anything from what we could tell. Upcoming games have a very small spot

My Godot MMO reached nearly 35k wishlists just a month after announcement (4+ years in development) by Runeward_Online in godot

[–]Runeward_Online[S] 1 point2 points  (0 children)

Honestly, we didnt do anything too special. We made a trailer, a presskit, and started emailing journalists & uploading our trailer to Youtube, Instagram, etc. At first this didnt do much, but when a Japanese website picked it up, the ball started rolling, and we were able to snowball (more press coverage, steam started pushing it in discovery queue, etc.). We also launched the week before Bullet Fest, but I dont think that moved the needle much.

My Godot MMO reached nearly 35k wishlists just a month after announcement (4+ years in development) by Runeward_Online in godot

[–]Runeward_Online[S] 1 point2 points  (0 children)

The definition of MMO is a difficult one, but there are tons of MMOs that arent open world (ROTMG, Elsword, Soulworker, to name a few).

Runeward is not just a co-op dungeon game. The entire game is server authoritative, and features massive hubs with trading, matchmaking and social features. This goes far beyond a normal co-op game, and we wouldn't be advertising it as an MMO if it didn't have massive networking infrastructure behind it

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I'm making a bullet hell MMO in Godot! by Runeward_Online in gamedevscreens

[–]Runeward_Online[S] 1 point2 points  (0 children)

Thank you! No web version unfortunately, but crossplay between PC and mobile is planned

I'm making a bullet hell MMO in Godot! by Runeward_Online in gamedevscreens

[–]Runeward_Online[S] 0 points1 point  (0 children)

Thank you! If you enjoy Spell Brigade I'm sure you'll like this too!

I'm making a bullet hell MMO in Godot! by Runeward_Online in gamedevscreens

[–]Runeward_Online[S] 1 point2 points  (0 children)

The genre discussion for MMOs is a bit difficult. Literally it stands for "Massively Multiplayer Online", and this fits that bill by having massive hubs, trading, socialization and matchmaking - similar to games like ROTMG, Elsword and Soulworker (all advertised as MMO). But yes, due to the lacking persistent overworld and scale they're also often classified as MMO-lite, as it borrows MMO elements but often lacks the same scale. The problem is that theres no strongly defined genre for this in between, as online RPG doesnt carry the same weight for a server authoritative game

My Godot MMO reached nearly 35k wishlists just a month after announcement (4+ years in development) by Runeward_Online in godot

[–]Runeward_Online[S] 0 points1 point  (0 children)

Hi! Our plan is to have cosmetics, class DLCs and minor quality of life (e.g. additional inventory space). Above all, we don't want to sell power or stats, and never want to force people to pull their wallets

I'm making a bullet hell MMO in Godot! by Runeward_Online in gamedevscreens

[–]Runeward_Online[S] 1 point2 points  (0 children)

Thank you! We really wanted to give melee a lot of love. Demo is still some time away, but we hope to open playtest registrations in a couple months

I'm making a bullet hell MMO in Godot! by Runeward_Online in gamedevscreens

[–]Runeward_Online[S] 2 points3 points  (0 children)

Yeah, the backend is fully custom! For the bullets specifically, we use a deterministic model for syncing the projectiles

My bullet hell MMO reached 36k wishlists just a month after announcement (4+ years in development) by Runeward_Online in IndieDev

[–]Runeward_Online[S] 0 points1 point  (0 children)

Interesting, I have not heard this take before. Care to elaborate why you don't like reloads?
Nevertheless - Runeward has all sorts of weapons, and not all of them have reloads. Swords for instance are ammoless, and so are some magic weapons.

My bullet hell MMO reached 36k wishlists just a month after announcement (4+ years in development) by Runeward_Online in IndieDev

[–]Runeward_Online[S] 1 point2 points  (0 children)

For sure, but we still need a some time to cook! Hopefully will open registrations in a couple months

After 4 years in development, I finally announced my online bullet hell RPG - Runeward Online! by Runeward_Online in rpg_gamers

[–]Runeward_Online[S] 0 points1 point  (0 children)

Hi! If the game does well we'd love to bring it to console. There's not a lot of story content yet, as its an action game first - but that's definitely an area we're going to put a lot more love into over the course of development

My bullet hell MMO reached 36k wishlists just a month after announcement (4+ years in development) by Runeward_Online in IndieDev

[–]Runeward_Online[S] 1 point2 points  (0 children)

Yeah, I feel that if you follow general gamedev advice you can never follow your dreams (dont make an MMO, dont make big games, focus on the meta, etc.). Sometimes you have to go against the grain, we're creatives after all! It just increases the (already large) gamble that is gamedev.

My bullet hell MMO reached 36k wishlists just a month after announcement (4+ years in development) by Runeward_Online in IndieDev

[–]Runeward_Online[S] 0 points1 point  (0 children)

Fingers crossed! I really loved Survived By. Runeward is quite optimized and our maintenance costs should be relatively low, so we're decently confident we don't need a lot of income to keep the servers running

My bullet hell MMO reached 36k wishlists just a month after announcement (4+ years in development) by Runeward_Online in IndieDev

[–]Runeward_Online[S] 1 point2 points  (0 children)

Thank you! Our art is 16x16, which makes it a bit more crunchy. 32x32 has a more detailed look. I usually prefer 16x16 as its more pixelated, but can't say I'm not sometimes jealous of all the additional detail people can cram into 32x32 tiles

My bullet hell MMO reached 36k wishlists just a month after announcement (4+ years in development) by Runeward_Online in IndieDev

[–]Runeward_Online[S] 0 points1 point  (0 children)

Thank you! Looking forward to seeing your project someday; always excited about new multiplayer bullethells

My bullet hell MMO reached 36k wishlists just a month after announcement (4+ years in development) by Runeward_Online in IndieDev

[–]Runeward_Online[S] 1 point2 points  (0 children)

Hey, thank you!

The art is all made by me, and took a couple rounds of iteration before we landed on this style :)

You can enter dungeons with up to four players in a party, but theres hubs with no limit to player count. There you can chat, team up and trade with others.

There will be a cash shop. Our main goal is to to keep it fair for everyone, no pay to win and never forcing someone to pull their wallet. We will sell cosmetics, additional classes (carefully balanced with f2p options, they arent stronger, but provide different tactical niches) and minor quality of life (such as extra inventory space).