WASD - Movement
Left Click - Shoot ( Red )
Right Click - Shoot Ice ( Blue )
Q - Invisibility ( Violet )
Hold W - Super Jump ( Orange )
W then S - Ground Pound ( Green)
Zak Brett - Coding Oliver Spicer - Coding + Art Vincent Nouda - Music
FrogWax Level 5
The platforming in this game is top notch. Plenty of content, areas, abilities all done with a really nice artistic style and soundtrack. My only issue is that it didn't seem to run at a high enough frame rate to match my monitor refresh so I was getting some tearing. As a full screen game this would benefit nicely from running a bit faster to give it a touch more smoothness. I don't really have any other critiques, really solid entry, well done!
EDIT: To your reply. Look into 'delta time' and aim for 144fps. You game will easily run at that speed and if delta time is used, even low end machines will play it smoothly.
Chris Level 6
Just finished the game and got to the credits screen at the end. Tero mentioned that the level design needed improvement but In my opinion the level design is Rainbow Rebel's greatest strength. The levels did a great job of building up tension between checkpoints and created a satisfying loop of challenge and accomplishment. The game introduced new abilities and mechanics the whole way through which were fun to learn and master. Even some successful published games like Dead Cells fail to implement or even understand these fundamental concepts that were demonstrated in Rainbow Rebel.
I found the game to be charming in a meta kind of way, overall great job!
Thank you so much for playing and making it so far.
We really focused on level design and how the mechanics affect gameplay so it is very nice to hear that you enjoyed that aspect particularly. Fun was at the core of this game so i'm overwhelmingly satisfied that you enjoyed it.
- Thanks again, Oliver
I played the game, I waited boss battle in the end to not see one :( Maybe something, like releasing all the colors from big vases back to the world indicating game finished and quest being completed. Music was nice, but the sound effects were off. Controlling player was okay, but the gameplay didn't feel that good because of the level design, bit too much avoiding the falling down. I noticed in the beginning of the game, and liked, that ground tiles started to disappear further away I went. The graphics were bit simplistic. In next jam, try improve upon level design, which plays big role how player feels about the game. Overall your entry wasn't bad, but can be improved upon.
Yes, I am disappointed we did not manage to implement in a boss battle, with a couple more hours i'm sure we could of got something good.
And I partially agree that the levels were slightly off, as you said the main obstacle was falling down and in hindsight obstacles such as: spikes on the top of the ceiling, more turrets and maybe lava that would of spiced up how you die in the game.
Will improve on sound, that was also very rushed.
Thanks for the tips and thank you for getting so far into the game
Frame rate problems, sound doesn't play on fireball hit, it plays after. Hard to understand the mechanics (you can stand on spikes for some duration only?).
The sound was implemented pretty late, you're right - we should have focused on that.
Sorry the mechanics were hard to understand, it was meant to be that you can only stand on the spikes until your power wears off ( thanks for making it that far into the game though).
As for frame rate, it may be due to the screen moving or if we did not optimise it well enough for smaller games.
Thanks for playing and thanks for the feedback :)