Rude Bear Rogueolution by alexrose
Explanation on how to play, and showing some features since it's a bit complicated to explain!
https://www.youtube.com/watch?v=1r7J788a4tg
RUDE BEAR ROGUEOLUTION
======================
THE GAME IS DOPE SO ACTUALLY BEAT IT, IT HAS A DOPE BOSS BATTLE IT'S NOT THAT HARD, BEAT IT. IT'S A RHYTHM ROGUELITE
==== HOW TO PLAY ====
==== READ THIS ====
=== CONTROLS ===
Hold down stick = you will move on the beat. You don't need to tap the stick, it ain't necrodancer.
Unlockable controls (in chests):D-Pad Buttons - Dash on subsequent beat
- D-Pad/Face buttons also resync the BPM and fix audio lag. So if you're struggling, tap out every beat in a row
! If you get an AWFUL or an ABYSMAL, just tap again and you will overwrite the previous action with a new one. ! i.e. Keep tapping when you get to a hole until you sync up a perfect then release.
- X = Dash. Comes out on the same beat! Hold the stick to aim it.
- Triangle = Skate. Start skating next beat. Hold down on the stick to slide around, free movement.
- Circle = Blow. Blows enemies away from you next beat. If they're close enough, they die too.
- Square = Suck. Pulls everyone towards you with gravity next beat. After suck, blow comes out on the same frame.
L1/L2/R1/R2 technically slow you down if you want but I added this for keyboard users, would advise not playing like this.
TECHNICALLY you can play this game with a keyboard. It's just horribly inadvisable. For that: WASD and dvorak/azerty equivalents = movement. Hold left shift to make it slight. 1234 = XAYB on an xbox pad Up down left right = dash buttons Space = x as well.
=== COMBOS (using PS4 names, X = A) ===
DASH . BEAT. X -> DASH + ATTACK on subsequent beat
X->DASH . BEAT. X->DASH quickly allows you to slash and dash every frame
SKATE . BEAT. BEAT. BEAT. ATTACK -> you can get 3 beats if you get a GOOD or PERFECT beat.
SUCK . BEAT. BLOW -> The blow will come out on the first frame, time it right and you can suck in enemies then kill them
SUCK . BEAT. X->DASH -> Suck in enemies then quickly dispatch them
There's loads more, find your own! Once you beat the boss, the TEMPO RISES.
== Background ==
This is the 15th Rude Bear game in the RB core series, the 16th Ludum Dare extended universe Rude Bear game, and the 18th extended universe Rude Bear game. It was made for Ludum Dare 41's jam, under the theme "Combine 2 Incompatible genres". It's a roguelite rhythm game. It takes place in the Dark Universe.
A jam game by Alex Rose, João Dias and John Pennington.
Rude Bear was created by Alex Rose and Antony Dewar.
=== CREDITS ===
@AlexRoseGames - Code, Design, Animation
@BitsAndCrafts - Art
@Atmospherium - SFX, Audio Quantisation
If you rate us on audio, please rate us on SFX and technical audio. The music is just remixed and requantised hits, we didn't compose it. Rhythm games obviously depend on their soundtrack, and a mediocre soundtrack would've broken the feel of the game.
So with that in mind, free to rate us down on audio! I considered turning off audio ratings, but Atmos and I put a lot of effort into the SFX (he wouldn't even be able to have any of his input rated at all), and most of the code was all writing audio systems and BPM systems, syncing animations, trig etc. so I thought it's fair with a disclaimer to leave audio rateable.
=== CHANGELOG ===
Fixed gamebreaking bug where game over screen didn't activate, 12:55 BST 24/04/18, morning after the jam. Should work now! Also fixed it so it doesn't say trial version lol. Unityyyyyyyyyy!
| Windows | http://vorpal-games.com/RudeBearRogueolution.zip |
| Original URL | https://ldjam.com/events/ludum-dare/41/rude-bear-rogueolution |
Ratings
| Overall | 355th | 3.655⭐ | 44🧑⚖️ |
| Fun | 435th | 3.452⭐ | 44🧑⚖️ |
| Innovation | 514th | 3.438⭐ | 42🧑⚖️ |
| Theme | 658th | 3.5⭐ | 42🧑⚖️ |
| Graphics | 395th | 3.779⭐ | 45🧑⚖️ |
| Audio | 279th | 3.563⭐ | 42🧑⚖️ |
| Humor | 256th | 3.514⭐ | 38🧑⚖️ |
| Mood | 296th | 3.628⭐ | 41🧑⚖️ |
| Given | 85🗳️ | 25🗨️ |
* 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!
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

But the game has a style and I like it.
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.
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!
Edit: just saw where you explain it has to be 2 bars will for sure play this again
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
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.
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. :)
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.
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
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).