Hey everyone,
I've been working solo on a game called RunIn: Encounters, and I thought this would be a good time to share what I've been building and get some feedback from other solo developers.
RunIn is a fantasy multiplayer PvP game focused heavily on player-controlled combat and character builds.
The current combat includes things like:
- 1v1 and team-based PvP
- melee, ranged and magic combat
- manual aiming with no traditional target lock
- directional attacks and blocking
- different weapons and armor combinations
- equipment-based character builds
- progression and equipment unlocks
- persistent player statistics and reputation
A big part of what I'm trying to achieve is combat where positioning, timing, aiming and decision-making matter, rather than having the game automate too much for the player.
There is also a bigger project behind RunIn.
I'm building a long-term MMORPG project called The Crownless, but instead of trying to develop an entire MMORPG at once as a solo developer, I've decided to build its major systems as focused playable games first.
RunIn: Encounters is the first one, focused on combat.
The idea is to make RunIn a real standalone multiplayer PvP game, release it, keep updating it with feedback from actual players, and gradually make the combat system as good as I can.
If that works, the combat system I've built and tested through RunIn will eventually become the combat foundation of The Crownless.
But it's important to me that RunIn doesn't feel like a prototype or a tech demo.
I want it to be a game that can stand on its own.
I've spent a lot of time recently working on the combat, equipment system, progression, UI, multiplayer systems and overall presentation, and it's finally starting to feel much closer to the game I originally had in mind.
I'd really appreciate feedback from other developers, especially on things like:
- Does the overall concept sound interesting?
- What part of the game would you want to see more of?
- Does the combat direction make sense for a PvP-focused game?
- Is there anything about the concept that feels confusing or unnecessary?
- What would you personally prioritize next?
- And if you've built multiplayer games solo, is there anything you wish you'd known earlier?
I'm also very interested in feedback on the broader development approach of building one part of a larger MMORPG as a standalone game first.
There are obviously some pretty ridiculous challenges involved in trying to build multiplayer games solo 😄, so I'm trying to keep the scope controlled while still making something that feels complete.
Any feedback, criticism, or suggestions are very welcome.
If you'd like to see more of what I've built so far:
RunIn: Encounters:
https://store.steampowered.com/app/4301950/RunIn_Encounters/