• Rain World - Slugcat Life. Releasing March 28th
    239 replies, posted
[media]https://twitter.com/RainWorldGame/status/859384940076691456[/media] :worried:
Since i stopped playing this and moved on to other games, I grew appreciative of how incredibly organic and immersive this game is, and its top-notch sound design. It rivals many AAA games (mainly because Rain World doesn't have NPC that behaves like static NPC, which dampens suspension of disbelief). Coming back to give two thumbs up. [QUOTE=Cliff2;52177676][media]https://twitter.com/RainWorldGame/status/859384940076691456[/media] :worried:[/QUOTE] Doesn't look very fun to tangle with, lightning-fast and instant-kill-bite enemies leave very little room for error and planning. Best solution is avoidance, but at least they seem to die in a single shot. I don't mind them showing up in Citadel, it does get too safe there.
[quote=JLJac]Whew, lots of work these day! I'm doing some multiplayer stuff (basically an arena mode) and difficulty modes. The idea for the difficulty modes is that you'll be able to select a slugcat to play as, and they'll come with a few different perks and/or slight variations to the world. For the first update I'm gonna do 3 of them ~ Yellow (easy), White(normal) and Red(hard). White will ofc be just like the current game, whereas the other two have slight variations. Here's Red carrying an extra spear on its back: [img]https://giant.gfycat.com/NeedyMagnificentChick.gif[/img][/quote] Note that being able to carry the extra spear is exclusive to Red.
You know when I first heard of this game I had a feeling it was just going to be released and done with, it's really cool seeing the developer work on all these patches and even extra content updates.
So looks like he's currently working on a few things. New creatures(The porcupine spiders featured above) A new multiplayer Arena mode [img]https://giant.gfycat.com/SillyFriendlyHerald.gif[/img] New difficulties [quote]In difficulty mode news, things are coming along. Red is pretty much done, and is extremely hardcore. I went ahead and made Red not save maps on death just like old Rain World 1.0, because some people mentioned missing that feature. The main thing about Red is eating meat: [img]https://giant.gfycat.com/GrayWillingAzurevase.gif[/img] Animation is perhaps not quite there yet, but you get the idea. Don't want it too gory, but would rather just suggest the concept through the movement of the characters. Might take a little tuning! Yellow is coming along and is generally easier in a bunch of ways, some of which are specifically targeting karma-related frustration. Some people want to see the game but just can't deal with the punishment, and Yellow is supposed to go in that direction without necessarily scrapping huge game mechanics. So just a little easier to steadily progress and see new pretty backgrounds, without being beaten into the ground too brutally for a random slip. It's still going to be rain world of course, with lizards hunting you and stuff like that, but just a little bit more approachable. [/quote] Not sure on red being that difficult. Being able to eat lizards is gonna make for much easier food collection in some areas.
[QUOTE=Cliff2;52205944]Not sure on red being that difficult. Being able to eat lizards is gonna make for much easier food collection in some areas.[/QUOTE] Really odd to give the "hard difficulty" a bunch of extra features. I much rather have new game+ with mutators.
[QUOTE=Noob4life;52206089]Really odd to give the "hard difficulty" a bunch of extra features. I much rather have new game+ with mutators.[/QUOTE] My guess is that red can ONLY eat meat. Forcing you to hunt things. Possibly he can't rely on little bats either.
Sounds interesting, though I'm not sure if I have the willpower to go through it another time unless the differences are substantial. After becoming well accustomed with the maps going through all of them is a bit of a slog without that sense of discovery you get the first time around.
Hey there, remember when all you had to worry about lizards was their tongue and wall climbing abilities?(Sounds like the plan for now is to have these guys in hard mode only) [IMG]https://giant.gfycat.com/DistinctHonoredKagu.gif[/IMG]
Just grabbed the game and I had to read up a bit to make sure I understood how karma was working, and I have to ask: [B]Why?[/B] The whole concept of putting my exploration on pause so I can go find edibles to grind out, run back to a "save station", and repeat constantly to get past gates is kinda bleugh. I'm mostly venting because when I finally understood the mechanic on my own merits and got it to the right amount to the gate I wanted to go to, I died quite literally the screen before, near the exit pipe and whoops its back to the grindstone. Also, does the game mostly lack music unless there are active enemies, or does it pick up later? The starting areas seem so quiet.
[QUOTE=Doom14;52351592]The whole concept of putting my exploration on pause so I can go find edibles to grind out, run back to a "save station", and repeat constantly to get past gates is kinda bleugh. I'm mostly venting because when I finally understood the mechanic on my own merits and got it to the right amount to the gate I wanted to go to, I died quite literally the screen before, near the exit pipe and whoops its back to the grindstone.[/QUOTE] I heard the requirement isn't so harsh anymore, and getting food is much easier since they respawn even if you die. Anyways, the purpose of the design is that you need to prove that you are at least capable of living in that ecosystem before you are allowed to proceed, as opposed to just muscling through the zones through brute force or sheer luck. I didn't say it is a good design, but I believe that is their intention. [QUOTE=Doom14;52351592] Also, does the game mostly lack music unless there are active enemies, or does it pick up later? The starting areas seem so quiet.[/QUOTE] When you visit a new region, a piece of music plays, then afterwards most of it is ambiance.
[QUOTE=Noob4life;52351845]I didn't say it is a good design, but I believe that is their intention.[/QUOTE] I heard someone say something to the tune of: "Stop treating it like a game and actually roleplay as Slugcat" and that changed my mind on it a little.
[QUOTE=Doom14;52352779]I heard someone say something to the tune of: "Stop treating it like a game and actually roleplay as Slugcat" and that changed my mind on it a little.[/QUOTE] I guess it is better to put it that way. [sp]Honestly if I'm a Slugcat I should be allowed to go wherever I please and not get stuck behind a gate in an ecosystem I'm struggling[/sp] Enjoy your days being swallowed by Lizards, Vultures and rain alike!
Honestly once you past a certain part of the story, either the "main" route or the "side" routes, the karma issue becomes a lot easier to death with because [sp]your max karma doubles[/sp] so you get more leeway with most of the gates and if you keep doing well you can take the karma hits from dying without necessarily getting yourself blocked off.
Man, I hate to be this way, but I just gotta put this game down. [t]http://i.imgur.com/WXS5X7R.jpg[/t] There are too many factors that kind of detract from the experience and individually they work fine, but in combination it's a frustration generator. Off the top of my head, those being: - Janky controls, especially in the water. Constantly feels like I'm fighting Slugcat to stand upright, swim the way I want, make the same jump I just did prior, and generally do what I'm attempting. When the controls work fluidly and you have a good experience, it feels super great. When they don't, it's extremely annoying to die because you passed the prior 5 danger kelps just fine, but Slugcat's ass wiggled a bit too high this time and you're instantly dead. - No checkpoints without food which is fine, except that the placement is so wonky that I was becoming a lil' fatfuck on the Shoreline with almost always having a full bar, but constantly found checkpoints with no more than 2 bibbles along the way thus wasting yet another 5-10 minute run in other places. - All of the above and you're on a timer, punishing both careful approaches and exploration as you [I]always[/I] need to get stuffed and find another checkpoint to hide in. - [B]Long checkpoint/gate animations which are radical the first time and finger-strumming monotony the 100th.[/B] - Karma gates have been touched on before. - The stupid guide constantly pointing me to [sp]Big Sister Moon[/sp] constantly despite the fact that isn't where you need to go, I've already been there, and there's nothing you can do when you first meet up. It also had a weird penchant for disappearing on some screens back when I trusted it. I guess what I have here is that none of the above are really offensive on their own, but in combination it creates an experience that feels very anti-player in a not all that fun kind of way. Which is a shame because the art is [B]fucking gorgeous[/B] and I really like how the AI works; but after walking through the same screens over and over because Slugcat did something slightly different, or bobbed funny, or I got to close to a creature, or woops I've been going for a long time and found a safe spot but have no food time to do it all over again - it's just too exhausting. Gotta say I have a ton of respect for anyone who pushed through, especially before some of the more recent updates.
I think this is how most of us felt. As I said in my [del]rant[/del] review, the game is fucking great when you finally figured out the ins and outs. But the journey to enlightenment... hell... never have I played a game this frustrating.
Is there no way to backtrack from the wall to the underhang? [IMG]http://i.imgur.com/8Zu1FZn.jpg[/IMG] I couldn't pass the gate in the underhang due to low karma, so I tried to get to the top of the wall only to find that it was a dead end. Now I can't get back. Do I seriously have to backtrack through 4 zones to get where I need to go for the story?
I've finally decided to try and complete this game, and Jesus Christ memory den is a real fucker. Not because of the slog itself, but [sp]that fucking instant death pit at the end that I can't seem to help but fall into when I'm trying to get to the room[/sp] afterwards. Honestly the run isn't that hard as long as you [sp]take the "high ground" a few times to give yourself enough time at the end, and at least there's enough food for a guaranteed hibernation here[/sp] but this is absolutely trollish design. It doesn't help that the game has now frozen twice when trying to get through the area - so far, 6 attempts, 1 was a legit death, 3 of which have actually gotten me past the karma gate. Not good edit: made it, thank god. Just had to spend a little more time figuring out the safest way to get to the other side. Was a bit hard the first time considering the rain was already starting before I got through the gate, but this time I had over half the time till the next rain edit2: ohhhhhh, I get it. So The Leg is even worse. :hammered: The 10 attempts to jump and grab that effing pole every run are going to be fun (edit: oh. I can get it every time jumping from the right to the middle one) edit3: phewww, made it past the [sp]spiderman slugcat[/sp] segment. The game fucked me over once then I had a great run the next, I think I'll make some videos :dance:
Did anyone else feel that the section from The Leg to the first shelter in The Underhang to be utterly bullshit? It felt completely luck based as there is only a single path which can be completely blocked by one of the big blue dudes. In general my big gripe with the game is that it lacks "feedback". For example when you meet with [sp]Big Sis Moon[/sp] nothing happens until you leave. I spent so many attempts trying to figure out how to interact with her only to find out you are supposed to walk in and then leave immediately. Another example is that during the finale I spent ten minutes [sp] swimming downwards only to find out you were supposed to go up -- despite literally just being dragged down through that location[/sp]. Overall I found it to be a very compelling game, but far more frustrating than it needed to be.
[QUOTE=Wunce;52603348]Did anyone else feel that the section from The Leg to the first shelter in The Underhang to be utterly bullshit? It felt completely luck based as there is only a single path which can be completely blocked by one of the big blue dudes. [/QUOTE] The Leg and Underhang is surprisingly my favorite area. They are predictable (less RNG bullshit), challenging (most aggressive enemies), suspenseful and very, very immersive. But yes sometimes you get shit outta luck and have the only path blocked you just have to hibernate and hope for the best next cycle. [QUOTE=Wunce;52603348] In general my big gripe with the game is that it lacks "feedback". For example when you meet with [sp]Big Sis Moon[/sp] nothing happens until you leave. I spent so many attempts trying to figure out how to interact with her only to find out you are supposed to walk in and then leave immediately.[/QUOTE] [sp]I ate her neurons during our first meeting for luring me to her and expecting me to just leave without food. I'm a wild animal ffs![/sp] [QUOTE=Wunce;52603348] Another example is that during the finale I spent ten minutes [sp] swimming downwards only to find out you were supposed to go up -- despite literally just being dragged down through that location[/sp]. [/quote] I literally have to open up a youtube video to figure what I did wrong....
Preview of the multiplayer system. Devs were playing against each other [video=youtube;fc_z-jCHq-A]http://www.youtube.com/watch?v=fc_z-jCHq-A[/video]
This just went from a game about a lonely journey to smash bros real quick and i dont have friend who plays rain world to enjoy this mode with :cry:
[img]https://78.media.tumblr.com/d00f7d7d1fe73edf395202a4874863c0/tumblr_p07fgdX1Y81uqcgwto1_1280.jpg[/img] An [url=https://steamcommunity.com/app/312520/discussions/0/1489992713689642877/]open beta[/url] for the update has been released, friends, which includes the new game modes and playable slugcats. If you want a taste for the level of bullshit newly added check out this video of [sp]hard mode vultures[/sp] [url=https://www.youtube.com/watch?v=_dOxcpM-d24]here[/url].
I don't really feel like returning to the game, but I am so curious what are the general tweaks and how *much* new stuff has been added.
Those harpoon vultures are awful in the best way ever
Hunter's super fun to play, but damn,[sp]I'm really not sure how I feel about the limit he has. It's more challenging, but I was kind of hoping for more of a sandboxy adventure with him. You really can't dawdle about.[/sp] That said, being able to fight off a vulture over a lizard you just bagged is great. That's my meal, bitch!
I love that you can befriend things in this game [video=youtube;b3iiqo2phM8]http://www.youtube.com/watch?v=b3iiqo2phM8[/video]
New update! [quote] Hello friends and slugcats! After many months, we present to you: Rain World v1.5 [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8051219/52357bfa6e812b828dab43c1f8290469793d71aa.png[/img] Main new features include: 2 new playable characters, corresponding to different playstyles and difficulty: [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8051219/1173b0790025a3354225d9f9832489dd19346cae.png[/img] THE MONK - “Weak of body but strong of spirit. In tune with the mysteries of the world and empathetic to its creatures, your journey will be a significantly more peaceful one.” [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8051219/ceb1863458b7e6786d4754ebde29122d25271390.png[/img] THE HUNTER - “Strong and quick, with a fierce metabolism requiring a steady diet of meat. But the stomach won’t be your only concern, as the path of the hunter is one of extreme peril.” New Multiplayer arena modes: [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8051219/7786004aa68d06012aae64cbda02dec8851ca424.png[/img] COMPETITIVE - Up to 4 player competitive mode. Catch bats and spear creatures (and each other!) for points. Players can choose from rooms that have been unlocked from finding yellow level tokens in the single player campaigns. Increasingly diverse wildlife will populate these rooms as you discover more blue tokens. SANDBOX - Up to 4 players, put together custom scenarios using rooms, items and creatures unlocked from the single player campaign. Creatures and items can be placed in a room as desired and then played through with a various point values, etc, attached. This mode is to experiment and learn about the behaviour of creatures players encounter in the world. Over 30 new multiplayer levels to be unlocked! Updated bestiary, with a host of new creatures and items available to every character. Escape from new and dangerous predators! Feast on delicious new prey! Or perhaps... bond with new friends? Plus of course a host of new secrets to be found, new strangeness to experience, and hopefully generally a much smoother Rain World experience! (Happy hunting!} ʕ●.●ʔ [/quote] [editline]11th December 2017[/editline] ALSO WHY wasn't this nominated for any awards??
I nominated it for soul of Vitruvius in the steam awards. The way the models move is some cool stuff.
Bit of a bump, but people that have played through Rain World should see this. If you don't know what five pebbles is but are planning on playing the game, don't watch the vid. https://www.youtube.com/watch?v=g8SpsqIl_RY
Sorry, you need to Log In to post a reply to this thread.