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Kittens shouldn't have to bend this way.

<span class="bold">Rain World</span>, an idiosyncratic 16-bit adventure/platformer following a lone slugcat's fight for survival, is now available, DRM-free on GOG.com with a 20% launch discount!

Cats don't like water. Slugcats are no different: if they are to survive this post-apocalyptic world overflowing with water and dangerous creatures, they must rely on stealth, quick reflexes, and a deep understanding of their hazardous environment.

The 20% discount will last until April 4, 1 PM UTC.


https://www.youtube.com/embed/hY2ePodwCTU
Post edited March 28, 2017 by maladr0Id
Darn, yeah, thanks for posting that skepticism. The world of this game looks so gorgeous I was about to splurge, but after reading reviews the mechanics do indeed sound unrewardingly punitive. I'm still so tempted though!

I hope it gets a bit of rework for tighter controls and less austere checkpointing. Buy it in a heartbeat then.
Too bad for the negative reviews, because I like the designs of the game and the Slugcat is cute. I keep an eye on it for eventual patches.
Found a quote on steam from the developer for those worried about the difficulty:
"Valid! And thank you for posting. We are definitely considering this [not deleting the map] for upcoming patches and updates. We'd like to get a bit more information on how the general player base is approaching the game before making any big changes, so stay tuned!

Regarding the challenge level: I think when you present a new series of mechanics like this with such a steep learning curve there is inevitably going to be some bumps and pushback. To a certain degree we are totally going for a harrowing experience for our slugcat protagonist, but also there are a lot of easy things we can quickly do that will make a smoother experience for both hardcore players AND the more general audience.

Things like control tweaks, finding the right balance between reward/punishment, etc., the map system loading, etc., are all super low hanging fruit that we think we can iterate on and begin finding a better balance.

So keep that feedback coming! Good luck little slugcats!
"

So they're definitely tweaking the game based on the feedback.

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muntdefems: OK, I got it running on Wine. Seems to work fine, except for that annoying Unity bug which 100%s one of your cores all the time.

Oh, and for some strange reason the available resolutions are 1024x768, 1280x768, 1360x768, and 1366x768 (see attached screenshot). WTF?
I think it runs at native resolution? I don't use wine though.
Post edited March 29, 2017 by Fortuk
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muntdefems: OK, I got it running on Wine. Seems to work fine, except for that annoying Unity bug which 100%s one of your cores all the time.

Oh, and for some strange reason the available resolutions are 1024x768, 1280x768, 1360x768, and 1366x768 (see attached screenshot). WTF?
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Fortuk: I think it runs at native resolution? I don't use wine though.
Nope, only at 768p. But according to the devs it should up-scale to your monitor resolution.

1024x768 is 4:3, 1366x768 is 16:9, 1280x768 is 5:3 (?), and 1360x768 is 85:48 (???). If your monitor is 4:3 or 16:9, you should have no problem, but I don't know how it'll look on e.g. a 16:10 one.
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muntdefems: 1366x768 is 16:9
Not quite, it's 683:384 (1.7786458333), which is slightly higher than 16:9 (1.77777777777), then again, if you just remove one column to get 1365x768, you get closer but slightly lower at 455:256 (1.77734375).

Why the question marks for 1280x768 and 1360x768 though? The ratios you gave are quite correct.

EDIT: I wrote Python code to check, here it is for your enjoyment (if anyone wishes to use this for learning, remove the dots, they are just necessary to get the GOG forum to keep the spaces between them, which in turn are important for Python - but please don't, there are far better resources available elsewhere):
def ratio(a, b):
. _min = min(a, b)
. _max = max(a, b)
. print("Ratio of "+str(a)+"/"+str(b))
. for x in range(2, _max):
. . for y in range(2, _min):
. . . if (float(_max)/_min)==(float(x)/y):
. . . . print(str(x)+":"+str(y))
. . . . return
Post edited March 29, 2017 by Maighstir
The game looks very nice (a cat in a surreal world, what could be better?)

Linux version = my money going to the devs. But not any time sooner.

edit: typo
Post edited March 30, 2017 by V4V
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muntdefems: 1366x768 is 16:9
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Maighstir: Not quite, it's 683:384 (1.7786458333), which is slightly higher than 16:9 (1.77777777777), then again, if you just remove one column to get 1365x768, you get closer but slightly lower at 455:256 (1.77734375).
You're absolutely right. 1366x768 was the first aspect ratio I calculated and even though it didn't exactly correspond to 16:9, I mentally tagged as such and forgot about it.

In this case the devs explanation doesn't make much sense since you can't get an exact upscale to any 16:9 aspect ratio monitor (which I'd wager is the most widespread one, though I'm not completely sure for more-than-1080p monitors...)


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Maighstir: Why the question marks for 1280x768 and 1360x768 though? The ratios you gave are quite correct.
The question marks were for the aspect ratios themselves, which I thought were odd. According to this list 5:3 does seem to exist, but only for that exact 1280x768 resolution or lower, and 455:256 doesn't appear.
Fortuk, thanks for posting the dev's update here, I appreciate that. It's great to hear they're open to the feedback and appear committed to updating the game. I garnered from the reviews that the punishing nature of the game was likely quite deliberate, so it's cool hearing that confirmed, and also that they're willing to backpedal a bit on the harshness.

I'm a definite buyer if it's reported to change to being even slightly easier in some significant way. If nothing else, capitulating a little to an intimidated community would help their wallets. Most reviewers are clearly horrified at not being able to mechanically enjoy an otherwise excellent and beautiful game, so something that works and is released in response to the considered criticism can only help push this game up up up.
Post edited March 30, 2017 by Sculpy
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Maighstir: Not quite, it's 683:384 (1.7786458333), which is slightly higher than 16:9 (1.77777777777), then again, if you just remove one column to get 1365x768, you get closer but slightly lower at 455:256 (1.77734375).
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muntdefems: You're absolutely right. 1366x768 was the first aspect ratio I calculated and even though it didn't exactly correspond to 16:9, I mentally tagged as such and forgot about it.

In this case the devs explanation doesn't make much sense since you can't get an exact upscale to any 16:9 aspect ratio monitor (which I'd wager is the most widespread one, though I'm not completely sure for more-than-1080p monitors...)

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Maighstir: Why the question marks for 1280x768 and 1360x768 though? The ratios you gave are quite correct.
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muntdefems: The question marks were for the aspect ratios themselves, which I thought were odd. According to this list 5:3 does seem to exist, but only for that exact 1280x768 resolution or lower, and 455:256 doesn't appear.
Yeah, and people usually group 1280x1024 together with the 4:3 resolutions (such as 1280x960) even though it's 5:4.

Additionally, the only ratios most people recognise are 4:3, 16:9, maybe 16:10, and nowadays 21:9, so monitors are advertised as using whichever of those that is closest.

Or they just use one of:
* "<something>HD"
* "<something>P" (which doesn't say shit about the width, and the term "progressive" doesn't make an ounce of sense as not a single monitor for the last twenty years have been interlaced so the difference doesn't matter, nor have any piece of computer software for a "modern" computer throughout the last 20 years been optimised for interlaced graphics hardware)
* "2/4/8K" (doesn't say anything about height, and is usually wrong about the width).
Post edited March 30, 2017 by Maighstir
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Sculpy: Fortuk, thanks for posting the dev's update here, I appreciate that. It's great to hear they're open to the feedback and appear committed to updating the game. I garnered from the reviews that the punishing nature of the game was likely quite deliberate, so it's cool hearing that confirmed, and also that they're willing to backpedal a bit on the harshness.

I'm a definite buyer if it's reported to change to being even slightly easier in some significant way. If nothing else, capitulating a little to an intimidated community would help their wallets. Most reviewers are clearly horrified at not being able to mechanically enjoy an otherwise excellent and beautiful game, so something that works and is released in response to the considered criticism can only help push this game up up up.
Glad that it helped, that's what I posted it for! I think they're aiming for that sweetspot of the game being harsh but fair, when right now there are people who don't feel that the fairness is there. I can see them being able to fix that with a couple of tweaks and without compromising the experience that they're going for, though I hope they won't take so long that everyone will have moved on already.
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kulhy: Why do you even waste your time writing such an empty message?
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Marioface5: Is there something wrong with commenting about a game release in the game's release thread?
You just wrote something like this food could be very tasty, but on the other hand it could be bad. Isn't that something very obvious?

Without saying you couldn't be right in the end about this game, I think that you are helping to create negative picture of a game you actually never played – pointing on some early impressions of steam users which may vary big in trustworthiness and you didn't mention any specific problem. That is problem with disinformation in modern world – lot of fast, baseless informations.

Sorry for being so offensive, it just hit my mind.
Rain World had a big update this month. Absolutely superb game, no reason to not give it a try now. The biggest additions are two new playable characters, local multiplayer and more creatures, items and secrets. Still yet to come is local co-op in the next big update.

The two new characters, the Monk and the Hunter, effectively function as new difficulty levels. The Monk makes the game easier by needing less food to hibernate, having creatures be less hostile to you and having the karma gates stay open once you get the required amount of karma, but is weaker than the other two and thus more suited to a peaceful playingstyle. Meanwhile, the Hunter makes the game substantially harder by requiring more food to hibernate and needing to take alternative routes due to not getting karma flowers to open gates with, but rewards aggressive play by being stronger in combat. Various quality of life tweaks have also been made that should help make things play a bit smoother, in addition to bug fixes and such.

If you're having difficulty getting a grip on the mechanics in the early game, this article has some starter tips that can help with that without getting too spoilery, though I'd recommend playing blind if you can: http://www.pcgamer.com/rain-world-hints-tips/. The biggest tip I can give you on how to play is that you're not in a rush, even though it may seem that you are. Take your time to explore and get to know the zone before you set your sights on meeting the requirements for progressing to the next one; you're playing as an explorer, not a speedrunner.