This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Rktcr
114 Comments
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Chronon Feb 3 @ 3:50pm 
Ooh, finally its been greenlit!

(I have to admit I completely forgot about this game >.>)
macx Jan 13 @ 11:05am 
Like it.Upvote
ix  [author] Jan 4 @ 4:06pm 
Thanks for all the recent upvotes. (Also, sweet farie solataire egg, @syky_finisher .)
syky_finisher Jan 4 @ 11:46am 
Great puzzle game with fantastic graphics in some sections!
KyleTheCreator Nov 27, 2014 @ 12:04pm 
voted
yasu-yasu83 Oct 31, 2014 @ 3:10am 
Fantastic I voted
piekid Aug 6, 2014 @ 9:47am 
Voted because of "Ignore intricate dialog" in the video. :P
._MAX_. Jul 23, 2014 @ 1:49am 
муть.
Nicolas Cage Feb 2, 2014 @ 3:19pm 
Upvoted, looks promising..
Juiner Nov 24, 2013 @ 1:25pm 
Upvoted!
Aussie|Shadow Nov 9, 2013 @ 6:58pm 
Looks fun, looks challenging I'd buy it if it was to be sold on Steam.
Tjee Oct 10, 2013 @ 8:25am 
Upvoted + bought on IGS. It's a fun game, but it's definitely not easy.
Ryu Oct 10, 2013 @ 5:50am 
Game is refreshing from the other puzzle games. Puzzle games are my favorite genre. Upvoted and bought it on IGS. Keep the beard, women love men with beards.
ix  [author] Oct 9, 2013 @ 8:26am 
@baaarrooon thanks on both counts... though if IGS sales exceed 1k copies, I won't have the beard for much longer.
baaarrooon Oct 9, 2013 @ 8:00am 
Great game! I picked it up at the IndieGameStand and I must say, I'm pleasantly surprised by the refreshing gameplay.
PS - you have an awesome beard! :D
ix  [author] Oct 7, 2013 @ 6:21pm 
@Jhonpi agreed. Especially as some uses with keyboards that don't have n-key rollover (for reasonably high 'n') can't actually manage the default keybindings.
Jhonpi Oct 7, 2013 @ 3:31pm 
Nice game, i think it would be great play this game using controller
Coolerbox(RUS) Oct 7, 2013 @ 5:04am 
cool game, looks like a katamari (box art)
Rakashis Sep 17, 2013 @ 5:39pm 
thanks!, that helped a lot :)
ix  [author] Sep 17, 2013 @ 3:19pm 
@Rakasha -- Actually, you can copy and paste your current path data with CTRL-c and CTRL-v (it's also saved in your "My Documents/rktcr" folder on windows and your "~/.rktcr" folder on OSX and Linux). If you're looking for some expert guidance on bounce, check out this forum thread, which has a super-fast solution in the 2nd or 4th post: https://forum.speeddemosarchive.com/post/rktcr_is_toolassisted_speed_run_the_game__keys_inside.html )
Rakashis Sep 16, 2013 @ 1:48pm 
Really nice game, I would suggest you to add a replay data base system where you can see your final scene when you complete a level in real-time (that would be awesome), also would be cool to see other people's replays, so you get an idea on how a level could be done (even if it's not the only way to do it), sometimes it´s a bit frustrating, for example, I tried the "bounce" level in the basic tutorials for around 20 minutes and was unable to finish it, still have no idea on how to bounce properly to reach the gem's height, so a little guidance with the replays would really help. :)
ix  [author] Aug 26, 2013 @ 10:43am 
@aka, check out the demo!
aka Yung Table Tennis Aug 23, 2013 @ 4:10pm 
this game looks awesome
"Bob" the Space Cadet Aug 8, 2013 @ 10:57pm 
That seems reasonable. By the way I've just been able to figure out what it is that's putting me off about the style.. it's just those people... they look so weird... the smiles... so creepy.
ix  [author] Aug 8, 2013 @ 9:04pm 
@Bob, my playtesters universally skipped through any dialog. And I tend to agree with them -- longwinded exposition just isn't the right way to make an edgaging story in a game. So my current notion is to drastically shorten the cutscenes -- bring them down to 3-4 lines per event (start, gem, end) -- and see if I can still paint portraits of the characters through these narrow vingettes.
"Bob" the Space Cadet Aug 7, 2013 @ 11:22pm 
Good dialogue and an intriguing storyline are very important factors when it comes to making a good game - Don't be so fast to scrap it. You have a really great concept here, but the style is off-putting for me, which makes me sad that I'll probably never get to enjoy this game.
ix  [author] Jul 15, 2013 @ 7:47am 
@TheoreticallyYes, thanks for the feedback; I'm in a bit of a quandary about the dialog at the moment. It's one of the few bits of the game that aren't really finished, and it seems to be entirely extraneous for most folks. I need to either drop it or put more work into making it snappier. And I'm not really sure which to do.
TheoreticallyYes Jul 15, 2013 @ 6:12am 
Finally I've had some time to play it. It runs flawlessly on my Gentoo Linux box (Linux 3.7.10-gentoo x86_64 Intel(R) Core(TM) i7 CPU 930 @ 2.80GHz). I am happy with the graphics and the sound. The game pyhsics are very entertaining but they also make the game very hard. I will have to train for several hours to get a grip on it.

Also, I really like what happens when you choose the names. (I don't say more to avoid spoiling the suprise for anyone else.) The introductory dialog is a downside. It is too chaotic for my taste. (Maybe there are some literature references or jokes I don't understand?)

Anyway, the game is on a very good way and I am waiting for the final release. Meanwhile, I will continue playing the demo and reading your development news. (I see you already found a solution to the hard-to-spot portals.)
Vancha Jul 12, 2013 @ 9:16am 
Made a first look of Rktcr in my indie series. Great physics and gameplay, Best for those who love precision and style in their games.
http://youtu.be/WVCrxYq2Ky4?a
ix  [author] Jul 1, 2013 @ 5:48pm 
@TheoreticallyYes I look forward to your comments on the demo.
TheoreticallyYes Jun 30, 2013 @ 1:47pm 
This game has vastly improved since I checked the last time. It is one of the few greenlight entries that show progress over time and that have a responsive developer. I should play the demo the next time I can free some minutes.
ix  [author] Jun 25, 2013 @ 9:43pm 
@Tzz Thanks! I can't very well not reply to your comment.
(Also, if you play the demo, I'm always interested in feedback.)
Miceweasel Jun 25, 2013 @ 9:26pm 
Very active author replying to comments, good to see. Also, nice game, upvoted.
RickyMcMoney Jun 14, 2013 @ 5:05pm 
i would play this on my ipad
legofan94 Jun 9, 2013 @ 10:05am 
huh. complicated, honest, and impronouncible, good presentation, origional complicated, seems good enough for me!
ix  [author] May 29, 2013 @ 2:05pm 
@man0cels0, @Zeev -- Thanks for the positive feedback.
man0cels0 May 28, 2013 @ 9:45pm 
This game is quite exotic and somewhat awe striking and I ( big mouther who knows jack ) think it would do well with pr, so even though I'm just arbitrarily saying, and since you asked for feedback, you might want to put some effort with pr and contacts with antecedence for the launch period with this one. Looking foward to buying it. See ya.
man0cels0 May 28, 2013 @ 9:12pm 
Brilhant, seems great.
Zeev May 17, 2013 @ 12:58pm 
Played the demo - looks great so far. A definite buy for me ;)
ix  [author] May 9, 2013 @ 8:10am 
@Sheckley, play the demo.
Evil Puppy Cat May 8, 2013 @ 7:36pm 
Video longer than three minutes, too much tell not enough show.
JohnnyArcade Apr 23, 2013 @ 10:17am 
Oh, I see now. Thanks for your answer, I hope that you game get Greenlight.
ix  [author] Apr 23, 2013 @ 9:15am 
@JohnnyArcade, yes, exactly. It feels very much like creating a tool-assisted speed run.
JohnnyArcade Apr 22, 2013 @ 9:51pm 
So... Is it like playing a game with an emulator with multiple saving slots?
Or maybe like Prince of Persia but with infinite Sands of Time?
Catscratch Apr 18, 2013 @ 5:30pm 
I ... I can't seem to want to upvote this.
The controls seem clunky and unresponsive or at least they look influential upon movement as opposed to fully controlling the... 'rktcr'.
The controlling scheme is also noisy, as where in games like the old landing-the-spaceship games had fuel sounds and such, they were a bit quieter and smoother. This sounds like rumbling static and is quite loud.
Next is the plot. I don't get what the point of this is. If it's just 'complete the level' that seems very boring and unintuitive. In a few screenshots, I see (CREEPY AS FUCK LOOKIN') characters that I don't get the releance of. Are they INSIDE the rocketcar? Are they contrlling it remotely?

Overlal, the concept seems very confusing, even for an abstract title.
I gotta downvote for now, but I'll keep my eye on this at least.
Evaluate Apr 17, 2013 @ 9:48am 
Like Garrett said, the second trailer really brings it together. The concept is trippy as hell, but it looks like a really interesting take on puzzle games. Upvote from me.
Baby Jager Apr 13, 2013 @ 4:26pm 
WHAT THE HELL.

I saw this months ago, and I liked the concept, but I didn't know where it was going to go. It seemed to be a puzzle platformer based on that "driving" mechanic, but I didn't know. So I hit "Ask Me Later".

Now I come back, and your second trailer is DRASTICALLY different from the first. Now we have a puzzle adventure game with Antichamber levels of clusterfuck through several large, interconnected maps. Seems interesting overall though, so I'll upvote.
Hannersly Apr 13, 2013 @ 2:17pm 
For me, I don't think I would take enough enjoyment from the strategy alone. This seems to be a pure strategy/puzzle game, and those don't typically appeal to me.I would need some variation in the gameplay, more variation in the environments, etc. in order to buy this game. Anyway, for what it is it looks well done, congratulations.
(Vendo Stim + Origin) Apr 12, 2013 @ 3:44pm 
Hehehehe this game looks funny, [Yes]
ix  [author] Apr 12, 2013 @ 8:25am 
@SuperJer, saving is pretty much continuous -- your current position is always stored. Additionally, all path segments (portal-to-portal paths) are stored; so if you need to get the vehicle through a zone twice, you can sometimes reuse -- in part or in whole -- your existing route.