Here's my spooky submission for the @Rive Halloween challenge: Candy Pail Monsters!
It's a roguelike TCG built entirely in Rive using CLI, GPU canvas, the brush tools, state machines, and more. It's playable on your desktop, tablet, and phone!
Someone is trapped behind frosted glass and wipes a message into the frost from the inside: HELP ME OUT. Click the chips to make their hand strike the pane. On the fifth hit the glass shatters and a ghost seeps out. Swat it back in before the frost heals, then read the final message: NEXT HALLOWEEN.
Built with:
Rive CLI + coding agent: all the mechanics and sound (story flow, IK arms, ghost behaviour, 10 sound cues)
GPU Canvas (WGSL): frost with depth of field, cracks, blood, shards, wiped letters, the ghost
Scripting + Data Binding to run the scene
Rive Editor: hand-drawn figure, hands and lettering, plus composition and timing
My entry for the Rive Halloween Challenge is a jack-o-lantern with no mesh and no textures. Every pixel is a ray marched signed distance field in a WGSL shader running on Rive's GPU Canvas. There's a candle inside that bleeds through the rind, and fog drifts around him under a bloom pass.
His head follows your cursor on a spring. Move toward the Start button and his mouth opens, his brows drop, the violins swell and the screen starts to shake. Click it and the candle goes red, green, orange, the rim lights spin, and he dances and twirls to a disco loop I generated in Python.
How I built it:
• I wrote the scene in RML with the Rive CLI and a coding agent
• One scene shader plus a bloom chain do all the rendering
• Luau scripts drive the shader, the spring motion and the audio
• Around 50 view model properties are data bound (face shape, lights, fog, bloom)
• State machines handle the button states and party mode
• I tuned the colors, lighting and mood by hand in the Rive Editor