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.
User reviews:
Overall:
Positive (44 reviews) - 100% of the 44 user reviews for this game are positive.
Release Date: Jan 22, 2016

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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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Recent updates View all (36)

February 12

Rivalry Status Update #34 - 0.34 Released

I just got braces put in yesterday (yay?) :( and I’m in a lot of pain so didn’t get much done this weekend.



This release contains ‘Pushing’ of weapons and some minor bug fixes.
I have also tweaked the stickiness of the Morning Star.
I have held back the Spear until I add larger arenas.

I spent this weekend fixing bugs in the server code, getting the code ready to add some of the new messages needed for remote clients to send their movement to the game host in network games.The main bug I fixed this weekend is collisions in the server objects when players in a game made quick changes to their status.

Teeth willing, next week, onto revamping the server code to allow it to be extended to contain the new remote client movement gameplay commands.

If you want to check the status of network gaming try the "beta" branch.

4 comments Read more

February 4

Rivalry Status Update #33 - Feedback Needed - Weapon Pushing and Weapon Stickiness, Is It Fun?

The latest Beta is out (0.33). I would really appreciate feedback on weapon pushing and the stickiness of the Morning Star. I have gotten many requests to add the ability to push weapons aside. but am not quite sure if this is really “Rivalry”. By this I mean, it seems that part of the appeal of the game is the weird physics. I am not sure yet, if making the physics realistic, makes the game more or less fun.

I finally got Weapon pushing working successfully without any side effects on physics or gameplay.

https://www.youtube.com/watch?v=9ymDlo1h9UA

Previously I had attempted at getting Weapon Pushing working by affecting a weapon/limbs drag and angular drag. However this left over bugs like players freezing in mid air and static anti-gravity swords. I then changed it so it would affect a weapons mass. This didn’t have much effect on the bugs and just made things worse by creating static anti-gravity super swords that caused massive amounts of damage resulting in geysers of blood and body “liquefaction”. :)

https://www.youtube.com/watch?v=uRxK8FhX21I

These two methods of Weapon Pushing also resulted in many complex systems of saving and restoring physics values and artificial physics values, which would often get mixed up with each other resulting in broken physics. However I have now replaced these methods with a new third method of using “Friction-Joints”. These enabled me to add torque to the hinges connecting limbs and weapons when being pushed. This also preserves the physics dynamics and ensures that there are no side effects. Throughout the week I will continue to tweak weapon pushing to make it easier or harder to push limbs.

https://www.youtube.com/watch?v=V85F1iqzCds

I have also done some work on weapon stickiness by making the Morning Star the only sticky weapon and by making the shield the only weapon that the Morning Star can stick into. I did this because I sometimes found weapons sticking into other weapons unexpected and annoying. So I thought by doing this it would simplify the stickiness feature and gameplay.

https://www.youtube.com/watch?v=vre9EUgPosY

Next week I plan to work more on the Networking protocol and maybe even achieve client to host dragging and movement.

10 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
Customer reviews Learn More
Overall:
Positive (44 reviews)
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