Did you know, over fifty thousand ruffians watched Fuwawa's 「キュートなカノジョ」 cover while skipping Mococo's? And another fifty thousand ruffians have been rewatching Mococo's birthday karaoke but not Fuwawa's? There is only one way this can be settled.

Updated - 17 May 2024

  • Server will now wait (up to 30s) for all players to connect before starting the countdown. Previously, if a player was slow to connect the game could start without them.
  • The "Reversal" powerup has been replaced with "Athletic". This was creating boring (and confusing for new players) situations especially in 1v1 games. Powerup duration has been increased to 20s.
  • The "Office" map has been updated to remove places where a player could wait in relative safety.
  • Fixed a bug where score panels were displayed for inactive players.
  • Fixed a bug where levels were not randomized correctly.

How to Play

Defeat your opponents by jumping on top of them.

Press Left or Right to move; while airborne, movement speed is reduced.

Tap Up to jump a short distance, hold Up for a more powerful jump. If you hold Left or Right while preparing a jump, the jump will go further, but not as high. Holding Left or Right for only part of the jump preparation will provide less horizontal momentum.

A power up spawns in the center of the level at the start of the game and every thirty seconds after it is collected. Collecting it grants bonus points as well as a random special ability.

  • Aerodynamic, you have increased control while in the air; press Down to dash in the direction your are facing.
  • Low Gravity, you jump higher and fall slower for fifteen seconds; press Down to end the effect early and fall quickly.
  • Missile, press Down to launch a tracking missile at the furthest opponent; the missile will expire if not used within fifteen seconds.
  • Athletic, accelerate faster when walking and increased horizontal momentum when jumping.

Controls

In local multiplayer: player 1 uses the arrow keys; player 2 can use WASD or ZQSD; player 3 uses the controller; player 4 uses a second controller (if attached) or 8456 on the numeric pad.

In online or network play, the player is controlled by whichever control set is last pressed (i.e. pressing Left/Right to choose a character and Up to join the queue will select the arrow keys for the game).

Game Modes

Local Multiplayer: play with up to four players on a single computer. Each player must press their Up key to join the game. Then press Space or Start to begin the game.

Online Multiplayer: join a game on a public server. Upon connection, you will join the public queue. Press Up when you are ready to play; the game will start automatically when at least two players are ready. Press Down to leave the queue.

To play with specific players, press the New button to create a new room. Each other player can Join by entering the code displayed. When the room owner presses Start the game will begin with all ready players.

Network Multiplayer: join a game on a private server. To run a private server, download the Windows or Linux build and run with the command line "ruffnrumble --headless". The server must either be on your local area network or have a public IP address. As most web browsers will require server certificates by default, you may find that your private server only functions with the Windows or Linux client.

Advanced Options

When playing an online or network multiplayer game, press F1 to show/hide connection diagnostics. Average Frame Delay is the round-trip latency to the server in 120Hz frames. Prediction Error is the difference between the timestamp the local client estimated for the next server message and the actual message in 120Hz frames. Frame Backlog is the number of server messages that were processed in the last frame.

By default, online or network multiplayer games attempt to mitigate server latency by predicting future frames. Press F2 to disable this and only display frames as they are received from the server. This may be desired under extreme latency (but otherwise stable connections) where there is significant and erratic prediction error.

Acknowledgements

This is somewhat based off of the game Jump n Bump.

Characters belong to COVER Corp and associated talents; used under a permissive policy for derivative works.

Built using Godot Engine and additional libraries available under various open source licenses. See the license files in the ZIP file for details.

Thanks to members of the Hololive Creators Discord, especially David Wu and Omergosh, for testing and debugging of the online multiplayer features.

Updated 1 day ago
Published 11 days ago
StatusReleased
PlatformsWindows, Linux, HTML5
Authormifinti
GenreAction
Made withGodot, Aseprite
TagsArcade, Fangame, hololive
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Gamepad (any)
MultiplayerLocal multiplayer, Server-based networked multiplayer, Ad-hoc networked multiplayer
Player count2 - 4

Download

Download
ruffnrumble_windows_20240517.zip 32 MB
Download
ruffnrumble_linux_20240517.zip 28 MB

Development log

Comments

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Not bad at all, tried both the online and download version. The game is fast and funny. I like the design of the dogs and the maps. In my first game the opponent was having some spike of ping, so it was a one way match. A bit sad for absence of sound but hope is something is going to be implemented soon.