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 (45 reviews) - 100% of the 45 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 (43)

April 23

Rivalry Status Update #41 - Work on Network Blood and Replay - New Version 0.41 Released

This week I worked on getting blood and the replay/social media sharing feature working after a network battle. Previously the client machine could not see any blood while in a network fight while the host machine could. So now I have made blood information from the host’s machine get sent to and displayed by the clients machine. There were issues with blood emitter location translations and certain blood values were not being sent because of their type incompatibility with the network protocol. However it now seems to work perfectly so message me if you see anything strange while using networking in the Beta.

I also managed to get the replay feature working after a network game. So now after a network game you can view and share a replay of the fight. However there are still a few edge cases and issues that haven’t been fixed. For example when you are in the replay UI and someone leaves the game it will kick you out of replay UI, but it’s still technically on in the background, meaning when you have another fight the replay UI will be overlayed over top of your current fight ending in utter chaos. There are also other edge cases, like when rendering a video the other players cursors are shown live moving around the screen instead of being played back.

https://www.youtube.com/watch?v=fz2HwS9SXWk

Also if someone cancels a game while you’re rendering a video, your replay will be rudely interrupted by the network game canceled warning.

https://www.youtube.com/watch?v=VnneSNgpSu4

It is still pretty broken as there are many interactions between players and network games that shouldn’t be happening. Next I will work more on fixing edge cases just like these and will go on to work on the network logic behind rematching a network game.

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April 18

Rivalry Status Update #40 - Working Online Multiplayer, Weapon Impacting and New Version!

Finally after many months of work you can play a game of Rivalry with someone else over a network! If you wish to test it out the feature is currently available on the Rivalry beta. The networking protocol is still very inefficient and there are many features still missing but you can now at last fight and complete a game

This week I finally enabled multiple limbs to be selected and dragged at the same time in networking. I then changed the network protocol so clients can send mouse clicks and dragging information to the host, allowing the selected limb to move towards the client's mouse location. This process means clients can finally move limbs and respond to a host's movement. So it is now possible to have a complete fight.

Another feature which is now functional is having multiple people’s cursors controlling the limbs of the same player at once. So far I have played a 2 vs 2 game which was functional but did suffer from slow response speeds. Currently the largest match you can have is a 4 vs 4, and although it should work in theory, I still have not yet tested it and am not sure how fast the response times will be with the added players and network traffic. I still welcome people to try it and see how they do.

https://youtu.be/2GsJDiS3W4k

However, there are still many network features that need to be completed. Currently, blood information from the host is not being sent to the client. Meaning the host can see the blood (because the host runs the game physics), but the client can not.


(Host side)

The client can still see limbs being torn off or made floppy but that is about all the damage feedback they get.


(Client side)

This early version of networking is also quite slow because of the format I am using to send information. I am planning to change it to a much simpler Binary format which will hopefully speed up response times. There are also various features like replay and rematches that don't yet work not to mention many bugs that still need to be fixed.

During this week I also got to work further on weapon pushing. I experimented with how impacts should travel through the player's body using dividing factors that recursively travel through all limbs. This created some.. weird.. effects.

For example the ability to flick and rotate players into the air (which I am still contemplating how I could possibly use this.)

https://www.youtube.com/watch?v=6luGsXSEKl8

I was wondering if this should be a possible physics option when if I add customisable games, or if this effect could be exclusively for heavy weapons.

I am also wondering if weapon impacting should be used exclusively by heavy weapons like the sledgehammer and battleaxe. It would be incredibly helpful to get If your thoughts on these ideas, so if you have any you can post them in the comments below.

Currently I have disabled weapon pushing as there are too many bugs that need to fixed

Next week I will be working on getting networking features like blood and game over options like replay and rematching working as well as fixing bugs and edge-cases throughout networking.

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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 (45 reviews)
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