Rude Bear Rabble by alexrose
THIS GAME IS ONLINE, IT WILL NOT BE FUN ALONE, INVITE SOME FRIENDS TO PLAY. YOU CAN FIND OTHER PLAYERS IN THE DISCORD HERE: https://discord.gg/N47ge2b
This is my 15th Ludum Dare! 5 years of Rude Bear :D
It's a multiplayer game, the more people are in the room the more possible the game is, but the more frantic it is, the harder it is, the more likely you are to accidentally kill each other.

But on top of that, you can CHOOSE to be a saboteur, whose job it is to ruin the game for everyone else.
If any bears (heroes) make it to the end, all the birds (saboteurs) die! So the birds have to make everyone else die. But you all look like boars so you can't tell who is who.
Get to the end and get the Ghost Chalice!
=== Controls === WASD movement, or up down left right. Works on Azerty and Dvorak. X or Space to jump. You can use a controller, then it's the buttons you would expect it to be from a platformer.
=== Credits === @Alexrosegames - Code, design, audio, logo @SimonWongArt - Graphics @Atmospherium - Music
| Windows | http://alexrosegames.com/RBRabble.zip |
| Original URL | https://ldjam.com/events/ludum-dare/40/rude-bear-rabble |
Ratings
| Overall | 247th | 3.769⭐ | 28🧑⚖️ |
| Fun | 199th | 3.731⭐ | 28🧑⚖️ |
| Innovation | 31th | 4.093⭐ | 29🧑⚖️ |
| Theme | 534th | 3.481⭐ | 29🧑⚖️ |
| Graphics | 183th | 4.167⭐ | 29🧑⚖️ |
| Humor | 364th | 3.352⭐ | 29🧑⚖️ |
| Given | 157🗳️ | 18🗨️ |
I got to the end, saw a few people join, but was mostly solo, still fun though. I had a question, when I got to the end I didn't see anything. How does one get the ghost chalice? Only thing I saw at the end was a cliff which I eventually jumped off and died. Does the chalice only appear if you have enough people?

Best of luck with the competition. :)
Got a few people to show up by posting to the main feed :)
Controls fairly well, but being on a falling thing and not getting a good jump off of it feels a bit too heavily punished. Perhaps it could use a double jump mechanic or maybe limited-use checkpoints (where the uses are pooled so it gets harder with multiple people?). Maybe some recovery platforms in the holes. Or even just having the character fall faster than the block so I could get another try? (Not 100% sure this one wasn't in there already.)
Capped out at (as of now), three people playing at the same time, with no communication. I *liked* the no-communication angle, but it feels like it would need a critical mass of players to work. I might try it with voice communication later with friends.
The biggest issue with the no-communication thing was knowing if someone was coming back or not, or on the flip-side, knowing if the person you were with is waiting for you farther down the course. Little arrows and distance markers for player locations could help with this, and serve as a mid-point between no communication at all and voice chat.
Thumbs up.
This was after I had been sitting in there a while, so it might just be a bug that happens after a lot of time, but there was another player in there who was invisible. I could see the effect the player was having on timers and bridges, but couldn't see the player character itself.
::waves to my invisible friend::
My first time playing, I picked the bird because I'm enjoy some good mischief and shenanigans. However the game ended up being more cooperative, and I assume with more players no matter what character you chose you can be mischievous either way, so picking the bird doesn't affect the gameplay too much, if it does at all. Would be cool to see the bird have some ability relating to screwing others over that they have to keep a secret, while the bears have abilities related to recovering from being screwed over (just some quickie ideas for examples). Right now it's basically "Hey you're a bird, feel free to be a troll" like it's just sorta a label the player has, that does nothing that really affects gameplay. I do remember you mentioning that once a bear finishes then they could turn into eyes that troll the birds, which would be a nice revenge if there was more of a battle between the birds and bears. Too bad I was a nice bird and helped you for the most part >:)
The controls feel nice and smooth, art is pretty good. But personally the music seems just a tad repetitive, but it was tolerable and it's just a little nitpick.
I would say that it would be nice to see who's online immediately, but when I played a few hours after I played with you it was a pleasant surprise when I stumbled across a rando waiting at the first shrine.
The network seems to run great, there was very little delay when I played with you (I live West NA). I do wish there was an integrated chat but hey this was still very impressive and cool!
Important stuff first: We had fun. (Or I had fun at least, the others _said_ they had fun, but as they're the aforementioned 'other people' who knows what they're really thinking? :yum:)
We had enough difficulty with the cooperative parts that the whole 'saBIRDeur' aspect of the game that we didn't really bother, but we had enough fun trying to get each other to the other side that it did't really matter.
... which was a bit clumsy, really. I've got no mike on this box, and the 2nd screen has been out of commission for a while: So I had to switch screens in-order to communicate with the others while playing. If you're doing multiplayer again, consider _either_
- chat on screen _or_
- fit the (separate) challenges on one screen so it's all visible
There's also the bit where the moving platform teleported right from underneath me. I may not exactly be the best at platforming, but that one wasn't my fault. Not that I mind, writing net-code within 3 days can't have been the easiest task, so props for that.
I see a lot of suggestions in the comment and, yeah, there's a lot of things you could add and ways you could go with this game, but seeing as it's online multiplayer, I'm super impressed.
I had a mix of fun and frustration playing this one. I could sense the potential of what it would be like to have a funny mangle of strangers in there undermining and helping each other out. The timed waits were not so much fun with just two players, as the suspense wasn't present. I largely had to imagine "what-if" to see your vision, which is a shame because I bet it would be fun.
The actual play experience with 2 ended up being a lot of waiting. Waiting for players to join, waiting for timers to count down, waiting for the platform to regenerate, waiting for the ghost to move away. I think this was intentional, to give time for sabotage; would have liked to experience that aspect.
The punishment for death was severe: the other bear had to notice I'd died, and jump into a pit or something. Sometimes I'd use platforms and then be unsure if he'd died or was waiting for them to respawn. Poor guy. Think it was you actually so you know what I mean! There was a small feeling of laggy choppiness, which left me feeling a little awkward and resulted in a few extra deaths.
So a cool idea but I guess problematically ambitious. I suppose that's a GOOD thing to try in an LD!
If I could add one thing it would be an indicator of the position/status of the other bear(s), and if I could add a second thing it would be some basic means of communication, for example an "over here" button and a "hang my head in shame" button.
I thought the art was really nice, especially the enviornmental backgrounds. The checkpoint things were a good mix of clear-but-mysterious. The music was also nice.
Nice job taking an ambitious vision and running with it, sorry you didn't get a lot of plays!
I really like the colourful art as well, very nice.
There were a few bugs, but hard to avoid that when putting together an online multiplayer game in a few days I'd imagine!
Like the other comments, I didn't really get the point of the saboteur role. When I tried out the bird, all the other players died which should have ended in a victory, but I had no way of knowing everyone was dead until I died too. It's a good idea, but it doesn't work with how the game-play is implemented.
Other then that, my only other complaint is how little to no interp exists for the other players, causing them to just warp around. Some Game-play elements also have the same stuttering problem (like the swing bridge). From what I've used of HLAPI (I'm assuming it's what you used), I know it's not so trivial to fix and implement, so it's forgivable.
I manged to get up to the "Come hither, my child" part, but everyone else died, and I wasn't quite sure what it was asking. I tried luring the ghost there, but he seems to be stuck in his little habitat. Hopefully I'll be able to try it out again, but from what I've played, it shows a lot of promise. Great work!
https://www.youtube.com/watch?v=S4kCS7tvbyU
But.. the last altar isn't working, server needs restarting but it's so close to the end of the jam that I don't think I should right now.
Thanks for playing though!
@pkenney thanks a lot for the video, I often can't find footage of my games on youtube so this is useful.
Awesome work in a short space of time.