OH NO @Contra HQ!!! MR. BIG ROCK, with the help of @Rive, has stolen yourOH NO @Contra HQ!!! MR. BIG ROCK, with the help of @Rive, has stolen your
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KIRILL's avatar
pro
โ€ข 9h
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 youโ€™ll have to spend in the second level.
Where you have to catch goats ๐Ÿ˜„
And on the third level, MR. BIG ROCK shows up. You have to throw goats at him โ€” using their power to defeat him.
In the end, you always lose. Thereโ€™s actually a grand idea behind it, youโ€™re always just a tiny bit short of winning. Well, what did you expect โ€” did you think you walked into a fairy tale? ๐Ÿ˜„
I built this entire system in Rive from scratch. All three levels are connected. The entire mechanic.
Fantastic, right? Now send in your goat ๐Ÿ gameswithrive
Abhiram's avatar
Love the playful concept โ€” using Rive for interactive game mechanics is a cool direction. The narrative hook makes it even more engaging.
KIRILL's avatar
pro
โ€ข 6h
Thank you ๐Ÿ™‚
By the way, even though thereโ€™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.
(At the...
Abhiram's avatar
That makes sense โ€” separating the end-state conditions keeps the logic modular and easier to iterate on.
Are you handling those as independent state checks or through a centralized state manager?
KIRILL's avatar
pro
โ€ข 5h
Iโ€™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,...
Hella's avatar
Hella Fast logo
โ€ข 9h
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