Rude Bear Resolution by alexrose
PLAY AND BEHOLD AND MARVEL AS YOUR GAME'S WINDOW RESIZES
WHEN THE GAME WINDOW SHRINKS TO NOTHING, YOU DIE

It's the moment you've all been waiting for, Rude Bear 16
==== HOW TO PLAY ====
AS YOUR TORCH RUNS OUT YOU DIE. GET TO THE TORCHES
EXPLORE THE WORLD. FIND ABILITIES. USE ABILITIES
GO AND RESCUE YOUR FATHER
=== STORY ===
At the entropic death of the universe, on the last planet still housing the final vestiges of life, Rude Bear finds himself in the cold interior of a hunk of space rock, the home of the only other sentient entity in the universe still living - The God of Space.
Even The Wizard, the God of Time, is dead now, all that remains is space.
Rude Bear's flame keeps him alive against the cold creep of disorder, but now even that too dies.
Luckily, The God of Space (now released and unconfined from the DETHKUBE which binded him) possesses magical flames, which still light up his lair, and can sustain what little life still remains.
The only thing that can fix this universe, is for Rude Bear to free his father, Jam Bear, from his dark host, by defeating his Spacegod form.
And only then can Rudey McBearson, son of James McBear, wake up from his delusion and realise that he is actually a man and not a bear at all.
This is the chronological end of the Hero Falls route of the Rude Bear series.
=== CONTROLS ===
Keyboard:
W/D Left/Right = Walk
Space/C = Jump
V = Dash (after unlocked)
Down = Crouch (after unlocked)
Up = Uncrouch (also jump works)
Xbox:
Stick/D-Pad = Walk
A/LB = Jump
B = Dash (after unlocked)
Down = Crouch (after unlocked)
Up = Uncrouch (also jump works)
Dualshock:
Stick/D-Pad = Walk
X/L1 = Jump
Circle = Dash (after unlocked)
Down = Crouch (after unlocked)
Up = Uncrouch (also jump works)
== What's a Rude Bear? ==
This is the 16th Rude Bear game in the RB core series, the 17th Ludum Dare extended universe Rude Bear game, and the 19th extended universe Rude Bear game. It was made for Ludum Dare 42's jam, under the theme "Running Out Of Space". It's a metroidvania game where the screen shrinks. It takes place at the end of time in the Dark Universe. Alex started making The Rude Bear series in 2012, and it has a tonne of weird lore.
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, Music
If you want to support the series, buy Super Rude Bear Resurrection on Steam/PS4/Switch:
(Gamespot GOTY 2017 Editor's Choice)
http://store.steampowered.com/app/384250
| Windows | http://vorpal-games.com/RBResolution.zip |
| Original URL | https://ldjam.com/events/ludum-dare/42/rude-bear-resolution |
Ratings
| Overall | 29th | 4.157⭐ | 53🧑⚖️ |
| Fun | 83th | 3.873⭐ | 53🧑⚖️ |
| Innovation | 31th | 4.078⭐ | 53🧑⚖️ |
| Theme | 2th | 4.548⭐ | 54🧑⚖️ |
| Graphics | 65th | 4.396⭐ | 55🧑⚖️ |
| Audio | 40th | 4.071⭐ | 51🧑⚖️ |
| Humor | 121th | 3.63⭐ | 48🧑⚖️ |
| Mood | 80th | 3.941⭐ | 53🧑⚖️ |
| Given | 68🗳️ | 38🗨️ |
I love the screen sizing effects too! Very well made!
I like heavy physics, floaty is boring and doesn't give me enough control at high level play, it's more about velocity prediction pre-jump and less about reaction time, but I know this is an extremely polarising topic, had the same thing with SRBR.
I decided early on to do the pause to combat lag and bad game feel. The literal screenshake is alright on the boss when everything is crazy but imo it doesn't lend itself too well to general platforming.
The bossmechanic could have been explained in the level before that tho ^^
The way I attempted to show the boss mechanic, was by first of all making it so immediately after you get the dash mechanic, there are 4 eyes in your way that you can't dodge, and the only way to get through them without taking damage is to dash at them, so I tried to make it clear that dash kills eyes in that way.
Then in the next corridor, there are blue eyes and red eyes, and while the blue eyes die, the red eyes hurt you. I also thought that red = bad would probably be possible to work out. Since all you can do is dash, duck and jump, and ducking/jumping obviously wouldn't hurt the boss, I thought probably players would work out that dashing at the blue eyes kills the boss.
Did you work it out eventually or did you stop playing? Would be useful to know for the future! Cheers!
You do get 0.3 ingame seconds of invulnerability after getting hit, excluding the time shift. (aka if it freezes right while you're getting hit, you still get the full 0.3 seconds of invulnerability, it's measured in ingame time and not realtime).
There are three types of signposts, the ones with eyes show there's a new ability there, the ones with arrows inwards show that you have to come back later, and the ones with skulls show there's nothing there. Once you've done one loop of the world back to the first room, you've passed right by all of the eye signs, and there's pretty much nowhere else you can go in the first loop, you just ride the moving platforms to their endpoint, it's a straight anticlockwise loop.
Maybe it would've been better if I added more torches? Although, it takes 16 shrink cycles to kill you, shrink cycles happen every 3 seconds, so you get about 48 seconds of exploration before you die as long as you don't get hit. If I added more torches I feel like there wouldn't be any point in having the shrink mechanic at all, because you would basically never die. Dunno how to reconcile that.
Congrats!
I ran through the eyes because i wanted to dodge them (they where moving so i thought i could walk under them :O)
The Metroidvania touch is perfect and well made! Great visuals, great audio, great gameplay, nice balance!
Nothing else to say more than : A Big Congrats guys !
Keep it :up:
Maybe the screen shrinks to much, it's a little hard to navigate with a tiny screen.
Nice back and forth level design with upgrades (first time I unlocked crouch in a game) but a little to many "stay on the moving platform".
Nice art and sound, a very expressive feel to it!
Only crits would be that I got caught on/under some of the platforms, which was never game ending and amusing in its own right. And when the screen resized it tended to make the movement feel a bit jaggered - something that wasnt present with the boss fight (which was all round super smooth)
Very cool graphics, especially the background tiles!
The idea was executed really well, although sometimes rapidly changing screen size made me a bit dizzy - I think this mechanic works well with games in which you drag and resize the window yourself, but when it does it all the time in pretty short intervals, it can cause quite of a headache. Fixed screen size with black or drawn frame around it could do better in this case :)
Really cool idea with expanding the universe during every LD - I will look for another Rude Bear entry next time!
The only two problems I experienced were the slight lag when the window resized and that I had no idea what to do to the boss (had to come search on here while Mr Bear stood quietly in the corner of the boss level).
Solid entry tho 👍
Loved the art and the music
Really awesome!
One thing I find a bit confusing is inability to crouch until you unlock it. I get that it's part of a progression, but it wasn't obvious at the very start. I mean, crouching seems like a basic thing that shouldn't require an 'ability'. :smile:
Very cool overall, good job everyone.
Really good game, audio-visuals were stunning. The way it ends was very cute. And btw whats with the 7142? I tried pressing those numbers on a keyboard, then on a numpad, then I looked through the whole map (although screen shrink does not really encourage exploration), but I found nothing. If it's just an easter egg than what does it mean? Google gives me that it's a model of a X-Wing fighter, Xerox and Ray-Ban mens glasses. So none of that seems fitting.
I would give you the boss fight normally, but this is LD and most people here are bad at playing games so I gave up on making things difficult years ago, instead I make them hard and forgiving so most people can still beat them. I saw someone actually ragequit the boss in its current form already after only knocking 4 eyes off (across several lives).
Yeah, the jank was a design decision I had to make within the first couple hours or basically abandon the mechanic altogether, but it fit the theme so well that I couldn't bring myself to do so.
Cheers man!
Art was excellent, consistent, and well scoped for the game. Everything made sense, was comprehensible. Good use of visual design.
Mechanics were good, the main mechanic of the window resizing was a great idea and has a lot of space for play. I had a bit of trouble with faster moving platform puzzles when combined with the shrinking window, it meant a lot more blind leaps of faith than I'm usually used to, but overall it worked very well. Like I said, the attention to game feel really benefited the entire game.
Music was Fantastic, didn't feel repetitive even after a longer play session, and had me grooving while I played. Always rate high when music has me moving to it.
Great job all around! Hope this entry does as well as it deserves!