Rawal Rumble - Prototype Demo
A downloadable rawalrumble for Windows and Android
This early demo features 3 stages (the 2nd and 3rd still don't have final boss and miss new enemies), single player or up to 2P multiplayer and an unlockable Survival game mode on an unfinished WIP placeholder stage. The final game will feature 2 additional female playable characters, 10+ stages, and additional game modes. Block & Parry features still aren't implemented.
KEYS (WINDOWS VERSiON)
Insert Coin Key: "5", after inserting coin press start with a player to use it
Keys 1P: Arrow keys (movement + "Z" (Punch), "X" (Kick), "C" (Jump), "V" (Block/Parry, still not implemented) + "1" (Start)
Keys 2P: OPQA (movement) +Left "CRTL" (Punch) + Left "Alt" (Kick) + Space (Jjump) + Left "Mays" (Block/Parry, still not implemented) + "2" (Start)
Keys 3P: Numpad 4568 (movement) +Numpad 0 (Punch) + Numpad 1 (Kick) + Numpad 2 (Jjump) +Numpad 3 (Block/Parry, still not implemented) + "3" (Start)
Keys 4P: SEDF (movement) +"T" (Punch) + "Y" (Kick) + "U" (Jump) + "I" (Block/Parry, still not implemented) + "4" (Start)
Volume (in num, keypad) : "+" (Volume up), "." (Volume down)
F7 (Debug, proto version only): Enables or disables CRT / scanlines effect.
F2 (Debug, proto version only): Shots FPS and memory usage.
F3 (Debug, proto version only): Loads the next stage.
F4 (Debug, proto version only): Kills all enemies on screen (use it if an enemy got stuck outside screen, you can't kill him and can't continue.
PAD SUPPORT (WINDOWS VERSION)
Switch Pro Controller (through Bluetooth only), PS4's DS4, Ouya Controller and Xbox pads are oficially supported.
PS3/PS4/Ouya/Switch/360/XBO BUTTON NAME: BUTON ACTION
Select/Share/U/-/Back/View: Insert coin, get a credit
Start/Options/Ouya Menu(pressed)/+/Start/Menu : Start, use coin credit
Triangle /Y/Y/Y: Kick
Left trigger: Back Attack
Right trigger: Super Attack
ARCADE STICK SUPPORT (WINDOWS VERSION)
PS3's HRAP3 (Hori Real Arcade Pro 3), PS3 Madcatz Fighting Stick Tournament Edition, Madcatz FightStick Alpha (PS3/PS4), Xin-Mo D are oficially supported:
Square(top left): Punch
Triangle(top center): Kick
R1 (top right: Super Attack
Cross(bottom left): Jump
Circle(bottom center): Block/Parry
R2 (bottom right): Back Attack
Due to Game Maker's limitation, only X-Inpunt pads (Xbox controllers) support vibration.
Super attack (requires 40 % health): Press Punch+Kick at the same time
Reverse Attack: Press Kick+Block buttons at the same time
Grab: Press forward+Punch when very close to an enemy (you can't grab purple enemies or riot police) when not performing a combo. Then Punch to Lift, or Kick to Knee. (still doesn't work against players, pink enemies, final bosses). As of now you can't grab Palo, Flama and Python.
Floor Attack: Press punch when over an enemy lying in the floor
Dash roll: Tap and keep pressed in any direction
You can break some stage background objects like garbage bins, vending machines or fire extinguishers.
|Made with||GameMaker: Studio|
|Tags||16-bit, 2D, Arcade, Beat 'em up, Co-op, Cyberpunk, Pixel Art, Side Scroller|
|Average session||A few minutes|
|Inputs||Keyboard, Xbox controller, Gamepad (any), Joystick|
|Player count||1 - 2|
|Links||Homepage, Twitter, Facebook|
if you're going to play on PC please make sure you install the Windows version (for 16:9 1080p displays). The Arcade version is for x86 + Windows and 4:3 displays, designed for 1024x768 (TFT) or 320x240 (CRT) resolution. In the future it will be dynamic and we'll support other displays like the 19:10 ones.
1) Make sure at least DirectX 9.0c is installed (no Mac version available right now) : https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=35
2) If you want to test the arcade version in your PC please use right mouse button on desktop and select Nvidia Control Panel / Panel de control de Nvida to switch your display resolution to 1024x768 (TFT displays), or 320x240 (CRT displays) if available.
2) After launching the game, press "5" key (or Select/Share/Back/-/View in your joystick) to insert coin. Press Start/Menu/+/Options in your joystick or "1" (player 1), "2" (player 2), "3" (player 3), "4" (player 4) in the keyboard to use credits and start playing.
3) If you have a controller that isn't one of the officially supported (see the pads and arcade sticks lists above), please let us know in the comments if it works properly and if not help us to support it by telling us its exact name that appears in the intro (please make sure you write it exactly, case sensitive and with spaces. A screenshot would be appreciated) when connected and the button number the game recognizes for each button.
4) The Android version is just a test build for performance purposes, expect visual glitches specially if not using a 1920x1080 display. As of now this version requires to use a game pad (google how to connect your console game pad to a Android device).
5) After playing the game PLEASE COMPLETE THIS SHORT SURVEY AFTER PLAYING THE DEMO: http://bit.ly/RawalProtoSurvey
- v0.165: Vertical dash roll, rebounding beer cans and tons of bugfixesJul 25, 2019
- v0.156: Grog machines & Flama boss fight trackApr 07, 2018
- Release notes: v153Jan 10, 2018
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I LOVE THIS GAME!!
Thanks, bro! Nice to see you enjoyed it! We take note about the intro texts and the "insert coin" button (this version is supposed to be for arcades, so we still don't have proper PC menus with buttom prompts and so on.
Suggestion: experiment pressing two buttons at the same time to perform special attacks (the main one spends ~30% of health).
For curiosity: What means CRT and TFT? And where are you from?
Hi! We're from Barcelona, Spain. CRT and TFT are display times, because these versions are supposed to be included in Windows PC based arcade machines with a 4:3 display ratio screen. TFT are the modern flat ones, and CRT are the old huge bulky ones (cathodic rays instead of liquid displays).
The game demo itself is just the same. By pressing the F7 key you enable or disable a CRT effect, that we implemented to simulate the look of classic old CRT displays on a modern TFT. The difference between both versions is that the one for CRT displays has this effect disabled by default, when the other one has it activated by default.
I splitted it into two versions because here we wanted to allow the #Arcadecon2019 (an event for arcade related associations, arcade collectors, arcade game devs and related press) people to test it in a CRT display because we don't have any CRT available here right now, but we plan to release an arcade version with CRT display too.
Para cuando una versión final? Precio? plataformas? sólo PC? Switch tal vez? GOG y Steam? Saludos.
Lo sacaremos en consola, PC y recreativas, aunque la fecha, precio y plataformas específicas aún están por anunciar porque dependen de ciertos acuerdos que aún no tenemos cerrados y pueden cambiar. No podemos confirmar nada pero la idea es sacarlo para las plataformas que mencionas y otras.
Gracias, de versiones físicas lo más probable es que me incline por Switch, ya que es la que más me está tirando de cara a coleccionar juegos indies (y los de PC que salen físicos, algunos, lo malo es que suelen ser de Steam, y le tengo ya cierta tirria a la plataforma, aunque tengo ahí unos 1800 juegos, no podrían incluir una key de GOG los juegos indie en lugar de una de Steam???)... para PC, seguramente me incline por GOG, con Itch.io me manejo menos, bastante menos, en GOG ya tengo un catalogo extenso de mis juegos DRM-Free :) .
Lo espero, porque me llama la atención y echo de menos los Beat em up de antaño ( mientras tanto voy apañando con el Fight'n Rage y alguno más ;) )
Gracias por contestar.
Alright guys here is the thing I reuploaded it to Brawlers Avenue. So stay tuned Nov 29th 9:00 am.
Thanks! Can't wait, big Brawlers Avenue fan here! P.S. Moon Robot, your video link doesn't work. Is it going to be activated Nov. 29?
any chance this will get released on the linux platform? would definitely buy it on linux
This is crazy fun, especially with a second player. Had no idea there was a friendly fire mechanic and it really added a lot to the goofiness. We missed a lot of the story but that didn't stop us from having a grand ol' time! Looking forward to later builds!
Had fun with the demo. Can't wait to see more. Keep up the good work. And really nice job with the CRT filter. I usually don't like that but with RR it works. :)