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Rude Bear Rogueolution
Rude Bear Rogueolution
By alexrose, atmospherium and bitsandcrafts
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 355 | 3.65 | 44 | |
| Fun | 435 | 3.45 | 44 | |
| Innovation | 514 | 3.43 | 42 | |
| Theme | 658 | 3.50 | 42 | |
| Graphics | 395 | 3.77 | 45 | |
| Audio | 279 | 3.56 | 42 | |
| Humor | 256 | 3.51 | 38 | |
| Mood | 296 | 3.62 | 41 | |
Comments
Okay, this is a little mad. And brilliant. I actually found it pretty tough, but then I'm terrible at rhythm games. Pretty solid but I got through to the epic boss battle and managed to beat him. I guess a lot of repeat play would be required to get all those combos down, but kudos for even getting them all in there in the first place. Rude Bear is back, baby!
lyje
2018-04-24 15:34
Yep, pretty mental! Took me a whiiiile to get the hang of the dashes.
* Jams pumped ✓ * Fly Dabs ✓ * Fresh Beats ✓
Enemy design was pretty phenomenal, tambourine crabs mvp.
I wish the help text had been on a background, it was hard to read what with the letters dancing around and all.
Final boss was as dope as promised :thumbsup:
Was kind of hard to know if my attacks were doing anything to enemies, more visual/audio feedback would help.
Piano key spikes on the pits was a good way to communicate their dangerous-ness.
Floor decorations were pretty sweet, not overwhelming or distracting. I also liked the floor arrows subtly letting me know where to head next.
Thanks for making this game!
tygrak
2018-04-25 15:58
Pretty cool design! I was really suprised how many diffirent powers were there, considering it's a LD game. Took me a while to beat the boss, because I am bad but I have done it! Nice job.
I loved the visual of the game, actually the whole aesthetics combined with the music felt pretty good. As said before, it was kind of hard to understand if I was hitting things (I actually thought that the flying instruments were my friends until the point I had to mindlessly kill them after getting the O skill). It is a fun concept and a fun twist on the rhythm roguelike done in Necrodancer, I would love to see this game developed even further. Nice entry!
Another classic Alex Rose Production! love the choice of music here :D
This game is LIT! Totally LIT!
Well, music and art are awesome and the idea in general is cool. But I can't say I understood how to attack and kill enemies. It would help if there was some kind of visual indication of enemies been hit.
I killed boss just by keep pressing A. And movement isn't really obvious. Actually I'm bad at getting into a phythm so maybe that's my problem.
Also I found missing collider at level 2: wall to the left of second chest bug.jpg
But the game has a style and I like it.
alexrose
2018-04-26 21:46
@n-feofentov Yeah, I found the missing collider too but only after the jam already ended. Regardless, you can't get back in any other part so it's fine, just the joys of game jams.
There's an audio noise if an enemy gets punched, and an enemy instantly dies if it gets hit, other than the boss. When the boss gets hit, he loses one of his heads and his head form loses one of its eyes.
I was able to get the dpad left power right at the beginning which made me really confused. I figured out the correct path afterwards though. Really cool use of movement powerups, but I thought the different attacks weren't too useful. Regular attack seemed to work fine for most things. Couldn't figure out how to beat the final boss, wasn't sure if I was doing damage or hitting the right thing. The sketchy dancing aesthetic is amazing and gives so much energy, and the extremely british music fits well.
I suck at this, keep gliding into holes. Good pick for music!
alexrose
2018-04-29 16:14
@foolmoron sounds like you were using keyboard? I think there is a glitch with keyboard where it accepts inputs without you having to unlock them.
@alexrose nope a DS4 as intended, but it's because you are able to just walk all the way down from the start and to the right to get past the pits without any abilities
alexrose
2018-04-29 17:56
@foolmoron OHH lol! Did you break the game and edge between the colliders of the two pits? :P . Interesting.
aviland
2018-04-30 06:31
Love me some rhythm games, + this game has a lot going right for it. Bossman just needs to add a way for me to see where my button presses are landing in relation to the beat tho. Am I early or late?
alexrose
2018-04-30 14:26
@Aviland The game resyncs based on your last 8 button presses, so even if you are a quaver early every time, it will sync so that becomes "on beat". If you only tap offbeats, the offbeat will become the beat. As long as you are self consistent for 2 bars it works.
aviland
2018-04-30 19:01
I see, that totally explains why I wasn't able to find the "true beat". I found it pretty perplexing tbh. For when I found myself drifting off beat and subsequently corrected myself, the game had already shifted the beat from underneath me.
Fantastic game, the art is amazing and the music is very fitting. The design is perfect and very well polished for a LD game, and the boss battle was really cool! My only criticism is at first with the boss battle I didn't know what I was doing however I picked it up quickly and on the 4th loop around at an insanely fast speed I beat it in under 20 seconds. Addictive and great fun, would love to see you continue this and make a proper game out of it, because it has the highest potential of any game I have seen on Ludum Dare so far!
blushine
2018-05-02 04:44
Great beats and gameplay. I beat it twice, although I didn't notice much "difficulty" increase besides the faster tempo. Interesting control system, I like that you did something new and original instead of just copying Necrodancer. Using the d-pad to dash was a little weird because you have to take your hand off of the joystick to do it. So I never really used the dash outside of the pits you're required to cross. Good job with the level design/tutorials, especially for the dashing. It's nice that you started with a non-combat area to help teach the player the basics.
Like some other comments, I had a bit of trouble with the beat detection. The "auto-sync" thing is a decent idea, but I don't think it worked very well for me. I would much rather just have a Necrodancer-style beat indicator that shows you when to tap.
It's a little weird to see this called a "roguelite". I didn't notice any procedural levels, items, etc. But I guess the definition of that genre has always been somewhat nebulous. On the other hand, the rhythm game part was awesome. A lot of people tried to make rhythm games for this theme, and it's a really tricky genre to get right. But this is probably one of my favorite rhythm games in the jam.
Graphics were great, and I liked how everything in the world danced along with you. Glad to see the rude bear is still doing his rude thing!
spiffy
2018-05-02 11:44
Not even sure how I killed the boss. But the music was awesome, the aesthetic was great, the feel of the game was fantastic. All pro's. Very fun!
linkwin
2018-05-03 03:00
I wasn't sure if the auto calibrate thing was working for me. And I couldn't figure out which subdivision of the beat I was supposed to tap to. I really loved this game though! Definitely one of my favorites! I'm working on a game with similar abstract concept for game play so it was really interesting to see this! Edit: just saw where you explain it has to be 2 bars will for sure play this again
What an incredible quality game, it was great and lovely!
Congratulations on the sound design and the whole idea of the game, I loved playing it!
If possible, check out my entry at this link: https://ldjam.com/events/ludum-dare/41/type-hero-adventures
alexrose
2018-05-03 18:41
@Linkwin The video kinda shows how it works. Tap every beat for 8 beats. Even if you tap the offbeat it'll sync after 8.
Liked the art style and choice of music, watching rude bear and the rest of the world bounce around to the music is pretty entertaining. I also was confused with attacking the enemies not being sure if the instruments following me round were on my side or not, or if i was dealing the boss damage. Also not sure if all the abilities were needed here or just confused things (the fact that i was using an xbox controller may have added to the confusion). Cool style, interesting mechanic. Nice.
F#ck this sh#t, I'm outta here!bear.png
It was really hard to understand the controls on keyboard, but once i've got the hang of it the game was super fun. Great job.
hiki911
2018-05-05 19:13
this time bear looks really creepy O_o' but still quite enjoable
ted
2018-05-06 19:44
I'll admit, when you said "just hold down the stick to move on the beat," I didn't quite grasp it... until I started up the game and it just clicked! It feels good. The confidence you guys have in making games is evident throughout, well done.
How would this have worked if you stuck to a grid? I think it would have made some of the close (frustrating) jumps more possible. I get the analog bit, but maybe?
Also, not sure about the use of left stick and d-pad, TBH. Did you specifically not do right stick? If so, would love to know the thought process behind that @alexrose . It's a bold choice and I like bold choices. :)
alexrose
2018-05-07 16:19
@ted
1. It is pretty standard throughout pretty much all 2D games that the left side of the controller is used for movement.
2. The game doesn't accept simultaenous input from the stick and the d-pad. If it was on the d-pad, people might try to simultaenously do both at once.
3. The point of the left stick movement is that you can move a large distance or a small distance, at any angle. The point of dashing is that it's only possible in cardinal directions. If you had to tap the stick every frame you would almost certainly end up tapping it at weird angles unless your controller is octo gridlocked like a gamecube controller, and people would expect to be able to dash at weird angles. It would essentially make "dash" become the default action instead of an ability that you use in specific scenarios.
4. It's a rhythm game. Tapping a stick is not very tactile. Tapping buttons gives feedback and is far easy to time rhythmically. You don't need to tap the stick but you have to tap the dash buttons.
5. It's a rhythm game, so you always tap on the beat. Sometimes you want to dash and attack at the same time. This would be near impossible if you had to tap the right stick in a direction and A at the exact same time. You would have to adopt a claw grip, which the vast majority of people don't do.
6. The primary mode of attack is to do normal stick movement to aim your attacks and press X on the beat. If primary movement was on the right stick, A. that would be completely bizarre and make people feel uncomfortable playing, but B. it wouldn't be possible to move and attack at the same time.
tl;dr it would break the game design and also I can't imagine anyone would find that a comfortable control scheme.
As for "why is the game analogue and not grid based", although I didn't have time to polish the combat or implement randomness, the idea was to make a roguelite like binding of isaac. If I put it on a grid, it would've just been a Necrodancer clone. But also I don't like the feel of grid games for games like this, I like Zelda style movement.
2018-05-07 19:03
Fun game! Love the music. I included it in my Ludum Dare 41 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=XzOZLoFym_o
Very fun and contagious music. I loved the progression by showing the little ones the abilities. Great job.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
ted
2018-05-08 21:16
@alexrose ah, I see the dilemma. For whatever reason, I thought the controls entailed stick+dpad, not either/or. IMHO there's a confusion between the orthogonal dash motion and 360 regular motion. Moving "dash" to a button (with the same beat lock) would have made it similar to attacks etc (and fixed the issue in my head), but also would have made your level progression not as straightforward. Not a fun tradeoff for sure! Anyways, all good. Solid jam.
alexrose
2018-05-09 06:13
@ted Yep, intially it was on the X button but the game idea kept changing over and over. Originally it was going to be that you reach an enemy, and then it starts a DDR battle sequence before you can fight them. Then I was thinking, okay maybe you can press a button to start an attack and then you have to do a little combo. Then it was like, okay what if you have complete control of combos all the time.
But the UI work of doing DDR and making it bpm sync, I didn't even bother starting it, especially when I knew it might end up mega confusing. So I kept the dash on X. But then I had two problems: now you wouldn't be able to do a physical attack and dash simultaneously. And secondly: I had systems but no actual game.
Also I had these chests, but all they had was hearts inside them, and I had no other items to give away. So then I was like, okay, if I separate the dashing into four separate pickups, that plans out the whole of level 1 and gives meaning to the chests.
I dunno that it was a good design choice eventually - definitely if I hypothetically were to flesh this out (0.01% chance of occuring) then I would definitely completely change the control system - but ultimately, I just had to go with a mechanic that I knew I could ship in time, and one that would look be conducive to level design. The whole jam was me compromising with myself pretty much. It came out extremely far from my original vision, however I also had a lot of fun playing it on turbo mode, so I'm pretty satisfied regardless, I guess.
My favourite things are the BPM sync system and the heart reward system. (Chests give heart values based on your current HP, so regardless of your skill level as long as you reach a chest, it's effectively a checkpoint that tops your health up long enough).
ted
2018-05-09 20:01
@alexrose I hear you. I've made a lot of design decisions during jams that boxed me into a corner later on, or that a clear head would have handled differently. And it's almost always down to controls and UI, at least for me. :)
so that was pretty cool - loved the beat and the crazy graphics - nice