Android & iOS
- Added Portuguese localization – you can change it in settings if it didn’t switch automatically
- Fixed a few minor bugs
We haven’t been posting for a while, but now we’ll retrospectively post all update announcements. We’re back on track!
Today we’ve released a 1.0.3 update for Top Run. Hot news: we’ve brought cloud saving back! Here’s the full list of changes:
Today we’re releasing a 1.0.2 update for Top Run. Once more, mainly oriented at fixing bugs, but we’ve also added a new control scheme. Here’s the full list of changes:
On February 5th, we’ve released a 1.0.1 update for Top Run. It’s mainly oriented at fixing bugs, we’ve also had to temporary disable cloud saving. Here’s the full list of fixes.
Please don’t uninstall the game at this time if you don’t want to lose your game progress. We will enable cloud saving in future updates. Your in-app purchases will restore even if you delete and reinstall the game.
Since release of Top Run we’ve been receiving lots of great feedback. However, some people also found and reported various bugs, some of them pretty serious.
We are working hard to fix these bugs and first update will roll out no later than tomorrow. Thank you!
Congratulations to us! 3 days ago, on February 1st, we’ve released Top Run on Android and iOS! We’ve been busy dealing with feedback and bugs since then and first update is already coming. Thank you for you support!
Remember how easy it was to show adults colorful drawings you made when you were a kid? Not anymore. We are adults and we are making a G A M E. Of course, it’s our first game and we had no idea how to do anything, including UI (and we still don’t), but it’s nevertheless embarrassing to show earlier versions. There’s a good side though – someone might find it helpful and feel great because their UI is better. Here we go!
January: In the beginning we thought that VHS-like font is totally cool and used it everywhere until we realized that we will localize the game and the font doesn’t support any languages other than English. We wanted Top Run to work in all languages. So we said goodbye to that good looking font.
February: Same thing happened to extremely hardcore post-processing, ugly and too demanding for smart-phones. At that point we’ve added skins and that’s how buddy and Kevin appeared on the main screen. We wanted players to see that they can change skins!
Beta: We realized that square buttons are definitely not okay, but we didn’t know what else we can do yet. Thanks to similar-looking square buttons, many players couldn’t even find how to start the game! For same reasons skins and upgrades were completely unseen and forgotten by players.
November: We’ve got dad’s approval of the start button, threw away the rest of squared buttons and pixel counter (you don’t buy anything here so you don’t need it). iPhone X tests have shown that top-left icons were obscured by notch, so we rearranged them horizontally. Also, we gave up on our idea to show Kevin and Buddy in the main menu.
January: To be honest it’s still our favorite color scheme, it’s the real 80s. The idea was to give players a feel of an old computer. We showed it to our sisters and they found it depressing:(
February: 80s grid background solved depression problem.
Beta: Eureka moment: aaaaah icons were invented with a purpose! It solves localization and recognition problems (should’ve realized it way earlier, don’t judge us). Background is now even less depressing and we threw in a calling-to-action header.
November: We realized that our back button is more like a next button – it’s on the right, it kinda leads forward. Now it’s a home icon, in the upper-left corner. Also, meet new rotating powerup icons. Oh, and we decided to be more consistent and make all buttons blue and non-buttons pink (hope you get the idea). And it’s a game, it can be more vivid and fun!
We’ve added transparent grid background to all pop-up menus and a cool “now playing” panel. Also replaced those boxes with bullets to make it easier to read objectives.
January: Same story with depressing background:(
February: Obviously a bad decision to make that huge “1 token/restart” button with token counter under it. Background is not depressing anymore though!
Beta: We’ve added one more menu and restart button moved there, so it was replaced by next button. A huge and ugly next button.
November: Now players can share a screenshot of their score and send it to friends! That brings back the idea to show Kevin and Buddy skins (only now you can even show them to other people) and bye-bye square button, hello icons!
Beta: We’ve added temporary boosts and that’s how this menu appeared. Our goal was to show players that skins and boosts exist. Then we threw in statistics and upgrades buttons to fill the screen.
November: Game modes. We realized that a player should be able to change them before restarting the game. Boosts were changed to cheats, because cheating is something each of us did in games. At least once. And we made our restart button look very similar to start button. We checked with Dad, it’s cool. Overall, less square items and less clutter.
Conclusion: We still have no idea how to UI and no way current UI is up to any standards. However, it’s still better than it was (even dad could navigate there).
Here’s what we’ve realized during this time:
JP’s Switchmania asked us a few questions about current state of Top Run and our personal lives and were happy to answer!