Not really, it's not a precision platformer. You're in a metroidvania style open world (interconnected areas) and need to hunt and explore and avoid/kill lizard predators while searching for shelters to return to when the rain comes. It's more of a stealth survival game, where you use your agility and environment to outwit and outmaneuver your enemies. There's a big focus on AI and animations. There's also multiplayer and challenge rooms.Wait so this is game like VVVVV or Super Meat Boy but with Survival Elements?
I know that it's jumping to conclusions, but seeing multiplayer as a feature tends to give me more confidence that the basic mechanics are solid. Multiplayer just doesn't work if the combat isn't fun.Not really, it's not a precision platformer. You're in a metroidvania style open world (interconnected areas) and need to hunt and explore and avoid/kill lizard predators while searching for shelters to return to when the rain comes. It's more of a stealth survival game, where you use your agility and environment to outwit and outmaneuver your enemies. There's a big focus on AI and animations. There's also multiplayer and challenge rooms.
Here's how the core MP worksI know that it's jumping to conclusions, but seeing multiplayer as a feature tends to give me more confidence that the basic mechanics are solid. Multiplayer just doesn't work if the combat isn't fun.
Players compete either in lethal combat or in competitive play (catching the most flies and staying alive) and the lizards hunt them as a "neutral" threat. If you hit the other player with a rock so that s/he is eaten by a lizard, you get a kill.
Rain World's single player campaign structure is similar to a more open-world Metroidvania type game, with a large inter-connected game world. Right now we have a core of that to build from (maybe an hour or so of gameplay so far, but still has art assets that need to be finished and a lot of stuff that we want to change), plus about 15-20 custom levels that we use for multiplayer / sandbox challenges, etc.
“I have always liked ugly environments,” Jakobsson told me when explaining the game’s dark visual style. “An abandoned building is a remnant of human activity and human thinking, and you get a different idea about who we are from just looking at what we’ve built than if you talk to any one of us. This might be the reason why the post-apocalyptic trope is so popular; wandering around the skeletons of human activity tells a slightly different story about us, and it’s always interesting to hear something new about yourself.
“What’s slightly different in Rain World is that it’s not really a human industrial environment, but rather just some kind of weird abstraction of an industrial environment. James [Primate], my partner on the project, described what this is supposed to accomplish very well – he said that the creature you play is a tool-using animal on the verge of making sense of this weird artificial environment around it. The same feeling as the protagonist has should be experienced by the player; you should be able to almost recognize objects, almost understand what these rooms and machines where intended to do.”
The game world consists of many interconnected rooms, that you can move between metroidvania style. Some of these rooms are "swarm rooms", where the flies swarm and where you go to hunt. The swarm rooms can also be played as stand-alone challenges in custom mode. My idea has been that once you have traveled to a swarm room in world mode, it would be unlocked and appear in the menu of the custom mode game types.
Lizards come in a few breeds, identified by head colors. These all have different abilities and feats. Green is the "tank", big, slow, lazy, stupid, but takes a lot of abuse. Blue is the "ninja" lizard, smallest in the family, with the least health, but with the ability to climb on walls and in ceilings, and with a sticky tongue it can shoot at you. Then there are a few others, and then there's red. If you see red, run
For the final few updates, we'll be hosting live stream pre-release parties: chat with Joar and James (and Michael!), ask questions about the game (or other things!), listen to the unreleased soundtrack, see rare pics and clips, etc.
We would like to! Currently we are doing some research into how best to make this happen. A key component of that will be reaching our current 50k goal, which will give us the resources to migrate Rain World into a development platform that works well with modern consoles. We'll keep our fingers crossed!
As the search for food and shelter takes you farther from the familiarity of your home nest, these rooms begin to span different environments and terrains; from your earthy burrows far underground, to ancient industrial jungle, chimney-pipe canopy, shattered cityscapes, machinery, bogs, blight and beyond!
Not every creature in Rain World is your predator or prey. Sometimes you meet something that eats something other than you, and you eat something other than it. Always be cautious though ~ hunger has no law.
Rain World is harsh. If you aren't big and strong, you might find safety in numbers. Or sitting very still and adopting the exact color of the wall you are clinging to.
A brain... tree... that drips? It seems significant somehow. But not all of the mysteries of Rain World are there to be solved.
Rain World isn't a typical side-scroller -in fact it hardly side-scrolls at all! Rather the game world is a vast network of an ancient transport system of interconnected tubes and rooms, offering tempting nests of flies to raid, lairs of dangerous creatures to confront or insights into the mysteries of Rain World.
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Pups got to eat somehowDid slugcat just regurgitate some food?
Rain World is set in an abandoned industrial environment scourged by a shattered eco-system. Bone-crushing intense rain pounds the surface regularly, making life as we know it almost impossible. The creatures in this world hibernate most of the time, but in the few brief dry periods they go out searching for food.
You are a lonely nomadic slugcat, both predator and prey in this land. You must hunt enough food to survive another cycle of hibernation.
The next generation lives on, and with it the possibility of a brighter future. Slugcat pups are smart, opinionated, vulnerable and occasionally deadly.
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Did slugcat just regurgitate some food?
Oh, can you do a gif of the moment when the adult finds the pups and the green pup shelters and protects them?This is love.
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Oh, can you do a gif of the moment when the adult finds the pups and the green pup shelters and protects them?
No, you just find them out in the world. They're fearful of you until you gain their trust![]()
I'm not sure why they're hesitant, so is the adult not their parent? Are they orphans?
No, you just find them out in the world. They're fearful of you until you gain their trust
Speaking of, One Finger Death Punch is pretty much that.
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Have you tried the early movement prototype demo?This game has an amazing aesthetic feel and animation quality to it. It's funny how sometimes a 2d platformer can feel incredibly interactive, moreso than many more-complicated 3d games.
Have you tried the early movement prototype demo?
That's pretty awesome. And that there is no obvious UI to tell you that you've "gained +5 Trust - you can now carry pups on your back!".
Here's the download if you're interested.No, I have not. I'm actually just going by what I'm seeing in the gifs in this thread. It just gives me reminiscent vibes of Flashback, Another World, and Prince of Persia, as well as a number of Metroidvania games.
That's absolutely adorable. The animation in this game is incredible.
[*]If the pups see you kill another pup, they will become aggressive towards you. Especially the green one.