OH NO @Contra HQ!!! MR. BIG ROCK, with the help of @Rive, has stolen your goat!!!
Okay, on the first level, you have to throw the goat (no goats were harmed during the animation).
The more points you score, the more seconds you’ll have to spend in the second level.
Where you have to catch goats 😄
And on the third level, MR. BIG ROCK shows up.
You have to throw goats at him — using their power to defeat him.
In the end, you always lose. There’s actually a grand idea behind it, you’re always just a tiny bit short of winning. Well, what did you expect — did you think you walked into a fairy tale? 😄
I built this entire system in Rive from scratch. All three levels are connected. The entire mechanic.
Fantastic, right?
Now send in your goat 🐐
gameswithrive
By the way, even though there’s a unified ending for all the intended branching game events and achievements, in the final script those conditions are deliberately kept separate from one another. This allows for quick switching between the final scenarios.
I’m using independent state checks within each individual script, which has proven much more efficient for debugging the specific mechanics of each stage. Essentially, each level independently handles its own completion logic and passes the necessary data to shared variables,...
That deep wine band framing the hillside shot gives it such an invitation-card feel. Giving this away for free is really kind. Have you seen what people end up doing with it once they remix, or does it mostly disappear into the wild?
Wanting another run even when you are bad at it is a pretty good sign. What took more iteration in Heatwave, the driving feel or the police chase behavior?