ULTRAKILL
死- Death Sep 6, 2020 @ 12:35am
Coop? PVP? Multiplayer?
I really like the game with all its mechanics and action, and I would like to know if there are plans to introduce pvp / coop / multiplayer
Originally posted by Hakita:
No plans for multiplayer as it's outside the scope of a game that's mostly being developed by just one person.
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Showing 1-15 of 18 comments
A developer of this app has indicated that this post answers the original topic.
Hakita  [developer] Sep 6, 2020 @ 2:56pm 
No plans for multiplayer as it's outside the scope of a game that's mostly being developed by just one person.
Diggitymybombs Sep 19, 2020 @ 11:50pm 
Originally posted by Hakita:
No plans for multiplayer as it's outside the scope of a game that's mostly being developed by just one person.

What if you got help one day? That Limbo boss, V2.. Left me longing deeply for multiplayer. Where I can pvp with friends like that. The mechanics are so perfect. I'd happily pay a full 60 for that update, or for a standalone game.
Chilldozer Sep 20, 2020 @ 3:20pm 
Originally posted by Bomb Diggity:
Originally posted by Hakita:
No plans for multiplayer as it's outside the scope of a game that's mostly being developed by just one person.

What if you got help one day? That Limbo boss, V2.. Left me longing deeply for multiplayer. Where I can pvp with friends like that. The mechanics are so perfect. I'd happily pay a full 60 for that update, or for a standalone game.
THIS. Bug Dave Oshry and pull some rescources to do a last-minute Duskworld for Ultrakill! But either way, multiplayer or not, this game will be one of my new all-time-favorites. But yeah, after fighting V2, I was very hopeful for the multiplayer potential in Ultrakill.
mtp∞ls Sep 20, 2020 @ 4:38pm 
Originally posted by Assblastius:
Originally posted by Bomb Diggity:

What if you got help one day? That Limbo boss, V2.. Left me longing deeply for multiplayer. Where I can pvp with friends like that. The mechanics are so perfect. I'd happily pay a full 60 for that update, or for a standalone game.
THIS. Bug Dave Oshry and pull some rescources to do a last-minute Duskworld for Ultrakill! But either way, multiplayer or not, this game will be one of my new all-time-favorites. But yeah, after fighting V2, I was very hopeful for the multiplayer potential in Ultrakill.

The v2 fight did show great potential for PvP

co-op cyber grind would also be dope tho IMO

The game is still great without these features tho
Chilldozer Sep 20, 2020 @ 5:18pm 
Originally posted by ZACH:
Originally posted by Assblastius:
THIS. Bug Dave Oshry and pull some rescources to do a last-minute Duskworld for Ultrakill! But either way, multiplayer or not, this game will be one of my new all-time-favorites. But yeah, after fighting V2, I was very hopeful for the multiplayer potential in Ultrakill.

The v2 fight did show great potential for PvP

co-op cyber grind would also be dope tho IMO

The game is still great without these features tho
Very true, nothing wrong with some wishful thinking though!
Doomdood Oct 12, 2020 @ 7:09pm 
wasn't dusk just made by symanski? that had MP
Hakita  [developer] Oct 13, 2020 @ 2:04am 
Originally posted by Doomdood:
wasn't dusk just made by symanski? that had MP
Duskworld was made by different people and was a development nightmare
Doomdood Oct 13, 2020 @ 4:54am 
Originally posted by Hakita:
Originally posted by Doomdood:
wasn't dusk just made by symanski? that had MP
Duskworld was made by different people and was a development nightmare
My b. I didn't know that

Games good ♥♥♥♥ btw
Last edited by Doomdood; Oct 13, 2020 @ 4:54am
Ace Oct 20, 2020 @ 11:48am 
Originally posted by Hakita:
No plans for multiplayer as it's outside the scope of a game that's mostly being developed by just one person.

Hakita, while it's incredibly difficult to find any information on EXACTLY what games you've worked on aside from Ultrakill, so I won't judge anything based on other games that I'm assuming were made by you:

But why in gods name is the game an hour and a half (Give or take 30 minutes) long for $20? I beat the game so fast and felt so empty at the end because of the lack of content that I'm now worried that the game is not going to be worth the wait.

Because if the barren stages with no environmental flow, bland monster designs and AI, and lackluster bosses are anything to go by, the length is not justifying the price. If there were 20-30 stages, I'd be down, but when you can blow through a stage in 60 seconds, the game is over before it begins.

Sorry chief, but this is looking like another Strafe. A buggy mess where shooting upwards can push you through the floor into the abyss, walls sometimes just stop being walls and let you fly out of them, and enemies that just stop functioning if you jump too high......
Last edited by Ace; Oct 20, 2020 @ 12:00pm
Hakita  [developer] Oct 20, 2020 @ 12:26pm 
Originally posted by Kidney Destroyer:
Hakita, while it's incredibly difficult to find any information on EXACTLY what games you've worked on aside from Ultrakill, so I won't judge anything based on other games that I'm assuming were made by you:

But why in gods name is the game an hour and a half (Give or take 30 minutes) long for $20? I beat the game so fast and felt so empty at the end because of the lack of content that I'm now worried that the game is not going to be worth the wait.

Because if the barren stages with no environmental flow, bland monster designs and AI, and lackluster bosses are anything to go by, the length is not justifying the price. If there were 20-30 stages, I'd be down, but when you can blow through a stage in 60 seconds, the game is over before it begins.

Sorry chief, but this is looking like another Strafe. A buggy mess where shooting upwards can push you through the floor into the abyss, walls sometimes just stop being walls and let you fly out of them, and enemies that just stop functioning if you jump too high......
You won't find information on games I've work on aside from ULTRAKILL because ULTRAKILL is my first commercial project.

The game's in early access and is planned to have about 35 levels total when it's complete. I prefer games that are short, sweet and replayable over games with filler to pad out their duration, so that's what ULTRAKILL is going for. The rest of the enemies, bosses and levels will be following the current design style and principles, so if you don't like the current ones, you probably won't like the rest either.

If you find bugs, feel free to post threads for them in the support board and I'll have try to solve them when I can.
Chilldozer Oct 20, 2020 @ 1:18pm 
Originally posted by Hakita:
Originally posted by Kidney Destroyer:
Hakita, while it's incredibly difficult to find any information on EXACTLY what games you've worked on aside from Ultrakill, so I won't judge anything based on other games that I'm assuming were made by you:

But why in gods name is the game an hour and a half (Give or take 30 minutes) long for $20? I beat the game so fast and felt so empty at the end because of the lack of content that I'm now worried that the game is not going to be worth the wait.

Because if the barren stages with no environmental flow, bland monster designs and AI, and lackluster bosses are anything to go by, the length is not justifying the price. If there were 20-30 stages, I'd be down, but when you can blow through a stage in 60 seconds, the game is over before it begins.

Sorry chief, but this is looking like another Strafe. A buggy mess where shooting upwards can push you through the floor into the abyss, walls sometimes just stop being walls and let you fly out of them, and enemies that just stop functioning if you jump too high......
You won't find information on games I've work on aside from ULTRAKILL because ULTRAKILL is my first commercial project.

The game's in early access and is planned to have about 35 levels total when it's complete. I prefer games that are short, sweet and replayable over games with filler to pad out their duration, so that's what ULTRAKILL is going for. The rest of the enemies, bosses and levels will be following the current design style and principles, so if you don't like the current ones, you probably won't like the rest either.

If you find bugs, feel free to post threads for them in the support board and I'll have try to solve them when I can.
Hell yeah man, stick to your guns and don't compromise your vision.
I and a lot of other people have been playing the ♥♥♥♥ out of Ultrakill and loving every second.

Cheers, and thanks for your hard work!
Venc Ganence Oct 20, 2020 @ 1:48pm 
I've got 15 hours clocked on this "hour and a half" game, without ever touching the Cyber Grind and with a sprained wrist (HEAL ALREADY, I MISS ULTRAKILL). Before then, I even got 12 hours out of the 15 minute demo, so... Hakita's onto something.
Ace Oct 20, 2020 @ 3:32pm 
I canceled the refund to show a friend a run of the game, and having everything unlocked by the end of run one made the second one a little more fun, but I found myself actually enjoying the novel idea of the Cybergrind.

But there's nothing to really "grind" for aside from waves, and with no leaderboards or anything like that it kind of feels like a "Why"?

I don't want it to come across like I absolutely hate everything about the game because I don't. It wasn't an immediate refund. However, seeing as how the developer is Hideo Kojima-ing himself I'm a little worried nonetheless. The similar nature of this game and strafe is too uncanny for me, and again, I'm let down that enemies aren't going to get any harder than "Stand still and shoot" or "Walk forward and shoot". Nothing survives the main character. You just blow through everything because nothing presents you with a challenge to deal with ontop of the mindless mob enemies.

I enjoy the game but mostly because I can turn my brain off while playing it and still be making S ranks, but with as many neat toys as we're given in terms of weapons, the enemies we fight can't seem to compare until they glitch out and deal 100 damage off of an attack that normally does like 20. I don't know if the enemies can somehow critical us, which if that's the case then fair enough. "Don't get hit" right?

Are the enemies going to be updated as well? If I knew that these were more "placeholder-y" AI's, I'd feel more at ease. I don't like when games just crank up the damage on a hitscanner as their answer to "hard mode".

I say this with all due respect. I enjoyed the game enough to play it twice, and I might go around again a few more times. I just hope that the later enemies present some sort of challenge that match the players, because we're OP as it stands. A lot of fights can be won by just holding W and LMB and punching into wherever bleeds.
Chilldozer Oct 20, 2020 @ 3:43pm 
Originally posted by Kidney Destroyer:
I canceled the refund to show a friend a run of the game, and having everything unlocked by the end of run one made the second one a little more fun, but I found myself actually enjoying the novel idea of the Cybergrind.

But there's nothing to really "grind" for aside from waves, and with no leaderboards or anything like that it kind of feels like a "Why"?

I don't want it to come across like I absolutely hate everything about the game because I don't. It wasn't an immediate refund. However, seeing as how the developer is Hideo Kojima-ing himself I'm a little worried nonetheless. The similar nature of this game and strafe is too uncanny for me, and again, I'm let down that enemies aren't going to get any harder than "Stand still and shoot" or "Walk forward and shoot". Nothing survives the main character. You just blow through everything because nothing presents you with a challenge to deal with ontop of the mindless mob enemies.

I enjoy the game but mostly because I can turn my brain off while playing it and still be making S ranks, but with as many neat toys as we're given in terms of weapons, the enemies we fight can't seem to compare until they glitch out and deal 100 damage off of an attack that normally does like 20. I don't know if the enemies can somehow critical us, which if that's the case then fair enough. "Don't get hit" right?

Are the enemies going to be updated as well? If I knew that these were more "placeholder-y" AI's, I'd feel more at ease. I don't like when games just crank up the damage on a hitscanner as their answer to "hard mode".

I say this with all due respect. I enjoyed the game enough to play it twice, and I might go around again a few more times. I just hope that the later enemies present some sort of challenge that match the players, because we're OP as it stands. A lot of fights can be won by just holding W and LMB and punching into wherever bleeds.
Okay now you're just starting to sound like an Armchair Developer.
He just told you "The rest of the enemies, bosses and levels will be following the current design style and principles, so if you don't like the current ones, you probably won't like the rest either."
I think you got your answer
It sounds like you are more after a "live service" with battlepasses and seasons to keep you coming back and sinking your time into getting cosmetics, which you will NOT find here.
Regolith Oct 21, 2020 @ 9:16am 
Originally posted by Kidney Destroyer:
I canceled the refund to show a friend a run of the game, and having everything unlocked by the end of run one made the second one a little more fun, but I found myself actually enjoying the novel idea of the Cybergrind.

But there's nothing to really "grind" for aside from waves, and with no leaderboards or anything like that it kind of feels like a "Why"?

I don't want it to come across like I absolutely hate everything about the game because I don't. It wasn't an immediate refund. However, seeing as how the developer is Hideo Kojima-ing himself I'm a little worried nonetheless. The similar nature of this game and strafe is too uncanny for me, and again, I'm let down that enemies aren't going to get any harder than "Stand still and shoot" or "Walk forward and shoot". Nothing survives the main character. You just blow through everything because nothing presents you with a challenge to deal with ontop of the mindless mob enemies.

I enjoy the game but mostly because I can turn my brain off while playing it and still be making S ranks, but with as many neat toys as we're given in terms of weapons, the enemies we fight can't seem to compare until they glitch out and deal 100 damage off of an attack that normally does like 20. I don't know if the enemies can somehow critical us, which if that's the case then fair enough. "Don't get hit" right?

Are the enemies going to be updated as well? If I knew that these were more "placeholder-y" AI's, I'd feel more at ease. I don't like when games just crank up the damage on a hitscanner as their answer to "hard mode".

I say this with all due respect. I enjoyed the game enough to play it twice, and I might go around again a few more times. I just hope that the later enemies present some sort of challenge that match the players, because we're OP as it stands. A lot of fights can be won by just holding W and LMB and punching into wherever bleeds.

Have you ever played a game that was over 10 years old? What you have is what you get. The game is pretty polished considering it's early access, what more do you want? Go back to overwatch.
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Date Posted: Sep 6, 2020 @ 12:35am
Posts: 18