Rad Boar Rewind by alexrose
https://www.youtube.com/watch?v=qJSug4iChtw
A jam game by Alex Rose, João Dias and John Pennington
=== Controls ===
Keyboard:
WASD or arrows = Move
Space/V = Jump
C = Raise your platform
X = Soft Reset (Go back in time immediately and leave a trail)
R = Hard Reset (Remove all trails)
DS4:
Left stick = Move
X = Jump
Circle = Raise platform
Square = Soft Reset
Triangle = Hard Reset
Xbox:
Left Stick = Move
A = Jump
B = Raise platform
X = Soft Reset
Y = Hard Reset
=== STORY ===
In space, trapped in a timeloop, Rad Boar must fill in for Rude Bear and find the Pink Ore, the most powerful substance in the universe, rescuing it from a spaceship trapped in a 10 second loop.
== What’s a Rude Bear? ==
This is the 23rd Ludum Dare extended universe Rude Bear game. It was made for Ludum Dare 47’s jam, under the theme “Stuck in a Loop”. It's the second Rad Boar game! Let's go Rad Boar! Well done!
=== CREDITS ===
@AlexRoseGames - Code, Design, Animation, Voice Acting
@BitsAndCrafts - Dope ass Art
@Atmospherium - Music & SFX
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
changelog:
| Youtube | http://vorpal-games.com/RBRewind.zip |
| Original URL | https://ldjam.com/events/ludum-dare/47/rad-boar-rewind |
Ratings
| Overall | 32th | 4.297⭐ | 34🧑⚖️ |
| Fun | 132th | 4⭐ | 34🧑⚖️ |
| Innovation | 123th | 4⭐ | 34🧑⚖️ |
| Theme | 12th | 4.516⭐ | 34🧑⚖️ |
| Graphics | 245th | 4.188⭐ | 34🧑⚖️ |
| Audio | 64th | 4.203⭐ | 34🧑⚖️ |
| Humor | 108th | 3.984⭐ | 33🧑⚖️ |
| Mood | 300th | 3.871⭐ | 33🧑⚖️ |
| Given | 76🗳️ | 19🗨️ |
I really liked the story and its voice over and the graphics were great too
I especially appreciated that the loops were tight, and that I could hard reset. Game did a great job of not wasting my time, which is a big risk with something that by definition forces me to repeat quite often.
I thought I would definitely complete the game, but I did ragequit at the two-elevators-7-seconds puzzle. My frustration on that one came when I had run something like 30 supporting lives to get the weights right, which was fine. (In calmer retrospect, maybe it can be done with only 1 or 2 and doesn't need a crowd?) I had it all set up but then one guy got his head stuck where the elevator enters the shaft, jamming it. BOOM once I havd mispositioned that guy by a few pixels it was game over... A soft reset didn't work because it was already too late, and a hard reset sent me back like 30 precision-button lives into the past. I did the hard reset once but after it happened AGAIN I'll confess I ragequit.
Kind of hope that was the final puzzle because I wanted to see all the game had to offer, it was really excellent!
Just an awesome entry, very well done.
Man.. I bet I didn't need so many lives on that one puzzle, maybe I'll go back and try it again...
(EDIT: The guy at 9:15 in your walk-thru was the one that jammed the up-elevator when I gave up)
:purple_heart: :dart: :frog:
Interesting puzzles built upon an interesting base mechanic. I can see a lot of potential for expanding these mechanics, but of course, it's a jam game.
The controls were a bit confusing to me. I kept mixing up x and c.
Art is good. Music is good. Nice intro story at the start of the game. Good job once again!
It took me a bit to get the complete hang of the core mechanics, but once I did, I felt compelled by the excellent soundtrack to try and get out of there as soon as possible. A total blast!
The idea of this game is so genius, my jaw dropped when I realized that I could change the course of a previous Rad-boar and "queue up" movements on them in order to have them progress the game for me later. There where so many unique puzzles and thing's that you had to figure out, without introducing new mechanics. As always your entry has great humor. It was hilarious when you had to sacrifice like 20 boars to build the suicide pillar, pure comedic gold. I also really liked the "seesaw" puzzle (the one right before you get the pink crystal), it took me quite a few attempts to figure out how to do it and it was so satisfying when all the boars worked together and finally managed to get it. First I thought the game had ended there, I'm happy that I realized that you had to also get back to the ship. Great idea since it made the game come full circle.
I played through the entire game and enjoyed every single bit. I have participated in Ludum Dare quite a few times, but this is only the 3rd or 4th time that I give an entry full 5/5 in every single category. If you don't win I feel you got robbed. Great job is the understatement of the year!
in case you run into problems exiting out of fullscreen again, there are a few ways to close without alt+f4 (e.g. if your laptop keyboard has fn keys on the f buttons):
- Alt+enter, close
- Windows key/Windows+D/Windows Tab/Alt Tab -> right click close
- ctrl shift esc, close
- ctrl alt delete, close
(obvs I would never release a commercial product aimed at consumers without an exit menu)
appreciate the feedback!
Atmos music is a banger as usual and kept the energy level high. I did wish there was some other audio though for common things like jumping and restarting.
Controls were fi. I used a DS4 so all the buttons were very intuitive. A frustration was the corner collisions when jumping. Kept hitting my head. Softer corners would have added a lot to the agile feeling here imo. But the ease of restarting made everything feel really nice and fun. Little punishment for failure, but still a great feeling of accomplishment when you beat a level. (Really liked how the levels were all inter-connected too.)
Stopped at the elevator puzzle after trying like 5 times and getting within like 0.2s of making it. Too much highly precise setup required for that one, which negated the ease-of-restarting fun that the first few puzzles had. That's not necessarily bad though, since it's still feels pretty zen when you mess up. In general it did feel like the difficulty was less about figuring out a puzzle and more about quickly executing a series of precise steps. That's cool, but I would like more control over the platforming and resets (e.g. reset at specific time, erase a particular reset, etc) to avoid frustration as difficulty increases.