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Poll

The Future of Uprising

  • Yes! I want to see more Episodes. 706
  • No! I don't want to see more of Uprising. 66
  • 2017-07-08
  • 772 votes
{'title': 'The Future of Uprising', 'choices': [{'text': 'Yes! I want to see more Episodes.', 'votes': 706}, {'text': "No! I don't want to see more of Uprising.", 'votes': 66}], 'closes_at': None, 'created_at': datetime.datetime(2017, 7, 8, 20, 13, 23, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 772}

Content

Hey everyone!

So the first Episode of Uprising has been released a few days ago, it's time to get your opinions on that matter.First of all let's talk about the changes we're going to to to Uprising for Episode 1 and future ones:

A Checkpoint/savepoint system. We'll add additional maps just for the pure purpose that you can save on them.

More comfortable combat. Hold left click to spam your attack. The ability to play the game with only the mouse or only the keyboard.

Rebalancing combat, maybe even two difficulty levels. Combat should be fun, not frustrating as the main pillar of the game is the story.

Some kind of "Help System" so you won't get lost in what to do. As example: Press X to get a hint about what your current quest task is.

What would be our plans for Uprising?

With Uprising we want to release Episodes taking place in this universe at regular intervals.Based on your feedback we'll increase the number of episodes up to five, but we're going to release at least one more to give closure to the story we started in Episode 1.

Each Episode of Uprising would feature a new Main character, often one you've seen in previous Episodes. In the end all episodes would result in a quite large game with an interesting storyline.

And yes future Episodes of Uprising would focus on answering the questions that are raised with Episode 1. We won't answer a question with more questions. Promised. :)

So... Let us know if you want to see more than two Episodes of Uprising or not. The only reason we get to produce these games are you folks, so you decide. 

Do you want to see more than two Episodes of Uprising?

(Please keep in mind that Uprising has no effect on Arenus and Roundscape. We can produce this episodes with a way smaller budget and started this project because we want to get most out of your monthly pledges as a good Patreon creator should)

Comments

Eyyy

I put no, id rather all the effort go towards roundscape and arenus but i did like uprising, if it has no effect on the speed of development on arenus and roundscape then I would say yes

Roundscape

We've released last month a Roundscape patch with seven new erotic encounters and this month we'll do the same. It barely has an effect on the other games, especially now where the foundation of the game stands. :)

Eyyy

Well alright i just really like roundscape and arenus looks really cool so i want those to be put first but if you say it doesnt effect the development too much ill believe ya

DsheyAar

looking forward to an easier combatsystem ;-) maybe choose the attacks by numbers, while moving with the mouse, or the same like in rs

Kriiden

I put yes as the same reason as Joosten. I'll take your word for it Kaliyo.

SWM34F

Please keep the option for the current difficulty (or an even higher level of difficulty) in the game. One of the drawbacks of Roundscape is how easy the actual game is.

Zyrus

Main character as in we wouldn't keep playing through as the hero we made?

Agent 47

When will the new checkpoint/save system be added into Episode 1? I love the game, but the lack of checkpoints sours the experience for me. Having to replay huge portions of the game every time I die is very frustrating. Love the art and story and hope to see it continue. Once a checkpoint system is implemented, it will be nearly perfect.

Roundscape

Only a matter of a few days. It's a priority for us.

Roundscape

Yes, you will play as a different character in each Episode. But as example the MC you played in Episode 1 will appear in future ones.

Zyrus

Yeah, I'd need to hear the rationale behind this. Dragon Age didn't get away with that very well.

lightningshifter

To be honest I decided to put my play on hold after the desert sequence when the somewhat glitchy combat mechanics kept nipping me through walls. The ability to shoot through walls makes it difficult in some rooms because you have to watch out for the shooting range from enemies which can be bad since some of the player moves do abide by the room obstacles which means you can't blast them back without getting a line of sight to shoot them. I'm referring to the psychic path of course. The primary attack does ignore walls just like most enemy beam or bullet attacks. However most of the other attacks will stop at walls which means you can be shot by them but you can't hit them unless you use the shoot through wall abilities. I will welcome the checkpoint system even if the wonky combat can't be fixed up a bit more.

John Raatz

I quite appreciate the whole list of changes and really dig the art and story. Certainly, not being able to save or know what to do/where to go next is a bit nerve wracking as is the combat system. Die way too quickly now. Other than that keep the hits coming.

huhwhatfer

Love what I've played so far, not sure if this is the place for it, but in the desert town, when you walk towards the gate with the solders, and they tell you to back off, and it moves you, if you do it in the path of the tires, it seems to push you into them, and leave you stuck

Redfield

I agree with this. I actually liked the current MC and it just seems really crappy to end his playable section with...Yet another betrayal.

newtopatreon

Yes, as long as the combat gets fixed

Saberlost

I need to see test the new version. I died in the first and didn´'t have time to replay.

TheRevanchist

So, this is just my two cents, take it with as much salt as you desire. As has already been stated, the saving system was not great. The combat is very different from what I was expecting, but I think I can live with it, given a few tweaks. The main thing I wish to address however is your intention of making a new playable character every chapter. As a huge Dragon Age fan, I have this discussion often on the forums so let me just reiterate some of my points I often make. Given the way this particular first chapter ended, I'm not sure I agree with moving on from this character just yet. I have no issues with getting different MC's when it feels appropriate. However, the entire plot so far, seems totally focused on this poor guy and the endless stream of betrayals by forces he cannot understand. After Dragon Age Inquisition: Trespasser ended, I made the argument that the Inquisitor should absolutely return as the MC given the personal connection they have to the suddenly new, primary antagonist. Of course I know that won't be the case, however I am going to argue the same point here, for whatever good it will do. I feel since the entire plot you have currently provided, centers around this guys sister, then it is far too personal to suddenly shift away to a character with no personal investment, all while the player themselves still maintain that investment. I am more than happy with the idea of changing up to a new MC, once I feel like a characters personal quest, their story has ended. This poor guy, his story has clearly barely begun.

Sedjet

Also voting for at least one more episode with the current MC, I really liked him and would lime to see more of his story. Wouldn't necessarily have to be the next episode, but I would like to see some kind of return to his perspective.

Toastedsnow

I'll give a tentative yes but this comes with a few caveats. As has already been mentioned multiple times over, the lack of any form of save system is somewhat grating. The increase in gameplay difficulty, though a curious choice of focus for what is the game equivalent of a quick wank, is not unwelcome - what makes this tiresome is the need to endlessly repeat stages when failing. A visual novel, which is what this tidbit appears to aspire to, should make its storytelling the primary goal. Restarting the player upon each and every failure, some of them an unnecessary consequence of combat difficulty, is counter-intuitive. Secondly, with respect to the combat, the mere fact that the main attack needs to be LMB-hold spammable to ease story progression is a sign that the enemies themselves have too much health. If you want to make a game similar to the old Zeldas or Castlevanias more power to you, but every indication has been given that Uprising is intended to be taken a small one-offs within an overarching universe. Like Lilith's whole Taimanin business. Moreover, you have indicated that a new MC will be present for each episode - consequently, there will be no MC progression (or very little). And if the MC is not progressing in a gameplay sense, i.e. getting stronger, then there's no reason to have tough enemies. Thirdly, with respect to the story, it's a rather odd choice to have a significant reason to care about the MC given at the very start, i.e. the bloke's sister, and then have said MC immediately replaced with someone else. If your desire is to establish a universe to build upon in future installments then the initial theme can't be immediately binned. At the very least tie it into the replacement somehow. In its current state, Uprising Ep. 1 is very similar to Hotline Miami 2 in that both games abruptly drop the "and then everybody died, the end" card before meandering on to something else entirely. Moreover, the story isn't even that compelling, NOT BECAUSE the story itself is bad but because the reader knows full well that the MC isn't going anywhere (you told us so). As a result, there's very little reason to form any attachment to the MC, further raising the inclination of the player to treat the whole business as a brief midnight wank. To call back to Lilith's Taimanin business, those lads also bounce around MCs with every installment - but their narrative still remains (somewhat) cohesive because they have a theme to stick to. So far, Uprising has given no such thing, just a MC who does the killing business and some other lad who may as well have died in the opening credits. At the end of the day, Uprising Ep. 1 is a game that tries to be both visual novel and Castlevania and falls flat in both regards. Instead, it is a story that attempts to wear two faces while also stopping every 30 seconds to throw some baddies at you. And although this is still a workable design concept, the Uprising format, i.e. 30 minute, one-off stories with dirty pictures, is less than ideal. That said, I did like the art and I'm vaguely interested enough to want to see more and where you'll ultimately go with this. But a direction needs to be chosen first. Even sandbox games and MMOs have focus.

Snowe

The one and only thing that bugs me enough to mention about episode 1 is how the hell did you get your phone back at the end, when you apparently lost it in the explosion.

Janus

Curious about few things: 1. We chose powers for our character in episode 1, but every episode has new character, so do they have same power as MC or do we choose powers for new MC too or was power choice for story only and it didnt change gameplay at all? 2. Will choices carry over to episode 2 or were episode 1 choices mean only to cover episode 1? 3. Will they be gallery in the future where you can see cutscenes you have unlocked? Not big deal now with easy mode, but having slight difficulties in narrow passages. Enemies can fire through walls and there is not much room to evade enemy fire in narrow spaces. (**minor spoiler**) Place where you get keycard for wolf cutscene has narrow passage before boss that drops keycard. There is two guards in room before passage, this is no problem when you are going to room with boss because that room has enough space to evade, but when you come back those two are respawned and shoot you through walls, but now you are in narrow passage and its much more difficult to evade enemy fire. **minor spoiler** I think I found a bug in wolf cutscene. If you watch cutscene again (should it be rewatchable because MC breaks the screen when he sees wolf scene?) animations are only partly visible in bottom left corner, final non-animated picture shows normally though. So far very good changes and interesting story, well done.

Zyrus

Still waiting for that explanation. I have zero interest in moving on from the current MC as of now, and any attempt to do so will just have me not playing the game.

12345mmm

Love it so far. Has lots of potential going forward.

Zyrus

The lack of reply to this question has forced me to pause my pledge until we have an explanation for the rationale behind this. This lack of communication has been an ongoing issue with this dev, and it looks like I'll have to get attention the old fashioned way.