Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.
All Reviews:
Very Positive (56) - 98% of the 56 user reviews for this game are positive.
Release Date:
Jan 22, 2016
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I want to get on Steam (Early Access) to help refine the gameplay. At the moment the game is playable and fun, but it would benefit from a group of dedicated fans providing guidance.”

Approximately how long will this game be in Early Access?

“6 months”

How is the full version planned to differ from the Early Access version?

“The full version will have.

  • Improved graphics.
  • More fight locations.
  • Multiplayer over network.
  • Sound.
  • Tournament mode.
  • Online high score tables.
  • Inbuilt video editor.
  • Ability to post fight videos to social media.

What is the current state of the Early Access version?

“At this point it's a playable wireframe but the core game mechanic is there and the game is playable and fun.”

Will the game be priced differently during and after Early Access?

“The price will go up when servers are required for online playback modes.”

How are you planning on involving the Community in your development process?

“I want the community to report bugs, suggest new features as well as suggesting names for the weapon combinations.”
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Buy Rivalry

 

Recent updates View all (58)

October 15

Rivalry Status Update #56 - Network Play Released!

The Network Play feature is now available in Rivalry’s base game allowing you to now play a game with anyone, anywhere around the world.

Over the past two weeks I worked on both getting peer to peer to an acceptable state, re-structured the server back to using containers, disabling and fixing broken network game modes and added a new Steam invite feature that allows you to invite your friends to an online game of Rivalry.

Soooo.. Networking is going Live!

Although now the client can restart its Peer to Peer connection, the success rate of this restart is currently very low. It will usually take 4 tries for a peer to peer connection to form taking around 30 seconds. However I feel that this success rate can be improved with further investigation. I have asked the developer of the NAT traversal plugin I’m using what could possibly be going wrong and methods of improving it.

The server has also been restructured back into containers. This means that all the components of my server are now deployed as Docker containers.

The game mode “Players” which allows for network games with more than 2 players has been disabled from the network play feature as there were still a lot of game breaking bugs. For example if more than one person were to drag a limb at once as their turn ended, the player would stay floppy allowing for players to fly around the map with ease. So because of this I have decided to remove it until I have managed to remove these game breaking edge cases.

However, on another note I have re-added the “Weapon Choice” mode back into the network play feature as I now believe all game breaking bugs have been fixed. Previously if you were to choose the “Quick” mode, (which randomly selects a weapon combination that will be given to both players). While both sides did get the same weapon combinations, the combinations would be different on each player's screen. For example while the host may see both sides wielding a sword and a knife, the client would see both sides holding an axe and a shield. This always ended in chaos as players would be seen with certain weapons that they didn’t necessarily have. However, the mode has now been fixed and re-added into the network play feature.

The final feature I added was the ability to invite friends to join network games. All you have to do is change the filter below the network games list to anyone of your Steam friends and click on their name. In its current state I do believe it is too easy to invite someone to a game and may prove to be irritating without a text prompt of some sort to ask whether you truly do want to invite someone to a game. If the person you invited accepts then they will be automatically sent to the network lobby. This could be improved by instead of taking you to the lobby, it then took you into the network game itself.

If anything strange happens during a network game, don’t be afraid to tell me, as I would greatly appreciate bug reports and feedback to further improve the game!


This is a brilliant Review. Thank you very much :)

Pending tasks are now
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..
2 comments Read more

September 30

Rivalry Status Update #55 - Strengthening Peer To Peer Startup Process

This week I worked primarily on strengthening the startup process of the Peer to Peer network connection method. Initially during the startup process if any of the ping messages sent failed to be received, especially if due to latency and a race condition I started listening after the message was sent, then the Peer to Peer connection would also fail as a result. However, now the machine that is sending the ping messages will not only retry sending, but will also retry the connection negotiation process as well. From what I have seen so far the machine sending the ping messages hasn't failed since the change. There was, however, an exception to this when the machine receiving the messages loses all communication from the machine attempting to send them. This only happened twice but that is still enough to warrant an investigation. I will likely need to add a timeout that re-attempts the connection end to end.

Another problem I found was that when I tested peer to peer games with more than 2 players joining at once the whole Unity engine would crash. The obvious conclusion would be that the two people joining at once would be too much traffic for the NAT traversal plugin I am using to handle but even when I changed it so connections would be made synchronously, one after the other, the issue persisted.

The final change made was refactoring the server from a massive block of Javascript into many smaller Typescript classes. This ensures that the server can be both easily understood and modified. It was getting a bit out of hand :)

https://www.youtube.com/watch?v=pusoANI9FC4
Pending tasks are now
  • Finish and Test Peer to Peer
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General tidy up and enhancement of look and feel..
1 comments Read more
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Reviews

“Aussie indie developer Kew McParlane tells us about his bizarre turn-based combat game.”
IGN

“The most hilarious dueling game you'll ever play”
CNET

“Meet the 14 year old behind one of the best games of PAX Australia”
Stevivor

About This Game

Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons using the mouse until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.

Imagine a game that's a turn based strategy game, mixed with a side scrolling fighter and then add some rag-dolls and you've got Rivalry.

As the result of a successful Kickstarter for the marketing on his game at PAX , 14 year old Kew McParlane is presenting 'Rivalry', playable wireframe of his turn based two player sword fighting game of deep strategy and hilarious fun.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows® 10 / Windows® 8 / Windows® 7 / Windows® Vista / Windows® XP SP2+
    • Processor: 2.4 GHz Intel Pentium 4
    • Memory: 2 GB RAM
    • Graphics: 720p display. Any graphics card since 2004 should work.
    • DirectX: Version 9.0
    • Storage: 300 MB available space
    Recommended:
    • OS: Windows® 10 / Windows® 8 / Windows® 7 / Windows® Vista / Windows® XP SP2+
    • Processor: 3.4 GHz Intel i7
    • Memory: 4 GB RAM
    • Graphics: 720p+ Display. Intel HD Graphics 4000 and higher, ATI Radeon HD-Series 4650 and higher, Nvidia GeForce 2xx-Series and up
    • DirectX: Version 11
    • Storage: 1 GB available space
    Minimum:
    • OS: Mac OS X 10.8
    • Processor: 2.4 GHz Intel Pentium 4
    • Memory: 2 GB RAM
    • Graphics: 720p display. Any graphics card since 2004 should work.
    • Storage: 300 MB available space
    Recommended:
    • OS: Mac OS X 10.8+
    • Processor: 3.4 GHz Intel i7
    • Memory: 4 GB RAM
    • Graphics: 720p+ Display. Intel HD Graphics 4000 and higher, ATI Radeon HD-Series 4650 and higher, Nvidia GeForce 2xx-Series and up
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 12.04, SteamOS
    • Processor: 2.4 GHz Intel Pentium 4
    • Memory: 2 GB RAM
    • Graphics: 720p display. Any graphics card since 2004 should work.
    • Storage: 300 MB available space
    Recommended:
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: 3.4 GHz Intel i7
    • Memory: 4 GB RAM
    • Graphics: 720p+ Display. Intel HD Graphics 4000 and higher, ATI Radeon HD-Series 4650 and higher, Nvidia GeForce 2xx-Series and up
    • Storage: 1 GB available space
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