We are officially making King Rabbit 2. Over the last few months we have been experimenting with a few game prototypes but nothing really “stuck”. It’s very important for us to work on a game that we can be passionate about long-term. King Rabbit is our flagship product, the best thing we’ve made, and something we still enjoy working on. We feel there’s still so much that could be done to make King Rabbit the ultimate puzzle-platforming experience. Here are some of our plans:
We will be changing the implementation from Cocos2d to Unity. Porting to unity requires re-coding the whole game. This is a huge undertaking but will allow us to publish on multiple platforms. King Rabbit is only on iOS and hundreds of people have asked us if it will be coming to Android, we can finally say we are! We feel that the gameplay simplicity of King Rabbit will work perfectly on PC and Console. We haven’t committed to a particular console, but King Rabbit feels like a good fit for the Nintendo brand!
We’ve only scratched the surface in terms of building a strong community. You saw the first of this with the level builder update where you can build and share your levels. This can all be improved, first we need to define what we want to achieve with our community:
Its important that we keep the core of the game the same, so you can expect similar gameplay.
Porting the game allows us to refine every aspect. Re-architecting the game will give us a strong foundation and allow us to add more items and mechanics. In terms of art, we will move away from the retro feel and adopt something more smooth and modern. The animations and visual effects will all improve.
Your feedback and support is a form of fuel for us. A sincere thank you to all of our fans over the past few years, you are the reason this is all happening. We are still very early in the development process, and we want to hear your thoughts. Now is the best time to pour your heart out and let us know what your dream for King Rabbit looks like. Submit your feedback now.
Join the discussion on the TouchArcade forums.
We will be selecting 64 player-made King Rabbit levels to be featured in the Ruby expansion!
This 64-level expansion features a special collection of community made levels. These levels are difficult, creative, or otherwise entertaining. It will be available on March 30, 2017 for $1.99.
Since the release of the level builder the community has created over 13,000 levels, 6,000 of which are published. With this many levels and more being added every day, you’ll turn into an old raisin before you can finish them.
Our goal with this expansion is to provide a condensed set of the best of these levels… We also want to showcase the creative power of the community, while giving credit to the level creators. Another perk of this expansion is that it will be available to play offline! Some of these levels are incredibly difficult, and there will be no hints available. >:)
Each level creator that has a level in the expansion will get the expansion for free as well as 1,200 diamonds as a thank you. We have also loaded each of these levels with extra diamonds and item packs as a special thanks for your purchase and supporting our indie studio.
A considerable amount of time was spent selecting levels to be included in this expansion. There are surely many more amazing levels that we have yet to discover. It is possible that we will add another level pack expansion in the future.
This is a guide to help you get higher ratings on King Rabbit levels! The best levels have a chance to be selected by the RareSloth team and added to the campaign.
Work backwards from the goal and create mini-challenges. Think about what you want your players to do and in which order. The more challenges you layer in, the harder the level becomes overall.
Play test segments of your level quickly to see how it feels. Watching your friend test your level is a good way to see what is working or isn’t working. You want people to be able to beat your level, but not too easily. Finding a middle-ground can be a challenge. If you find your level isn’t getting good ratings, try to look for points where the level might be frustrating for players, and make sure the level isn’t too easy to beat! You can always tweak your level designs which will reset your ratings.
You can find more items just by playing the community levels and the campaign levels. Item packs can also be purchased from the store with gems or real currency.
Design your level vertically to be friendly to iPhone users. If your level is too horizontal, it can be frustrating for iPhone users because they can’t see what’s outside their screen on the left and right. Designing vertically will lead to better ratings.
According to our research, players prefer “stop and think” levels more than “action” levels with lots of running around. Many players are very tired of the levels where you run over lots of breakable ground.
Our data says that the harder the level, the better the ratings. Levels that are too easy earn the lowest ratings. Players want challenges, but making it extremely difficult and hard to beat will mean you will earn fewer ratings.
You can give hints to the player by how you structure the level. A more linear path guides the player vs. an open-ended level where the player has no clue what to do next. Its nice to break up your level in sections, remember to design your level vertically instead of horizontally if possible!
Try to avoid making the player double back too much, for example making them run all the way to the start just to grab an item. Excessive swiping can get frustrating if the player has to keep repeating a mundane sequence.
Large levels can over-complicate the experience, many players will give up and skip your level. Levels that are smaller in size will earn higher ratings and rank higher in the level selection algorithm.
Because there are so many items and infinite possibilities, it can be easy to lose focus. Try to focus on just a couple mechanics per level, and try to make it challenging! 🙂
Good levels usually take us 30 minutes to build, and even with a lot of experience it still takes a lot of time. Take some time to relax and enjoy the creative process.
We choose highly-rated and otherwise interesting or challenging levels to put in the campaign. We are always looking for creative levels that are unique in some way. When we choose a level we create hints and sometimes hide secrets or level packs in the level.
We’re very excited to see what kind of stuff you will create, thank you for participating! If you have a question not answered here, let us know in the comment section below.
1.) Name your level
2.) Place 3 obtainable coins
3.) Beat the level yourself (with 3 coins). This ensures that beating the level is possible.
4.) Save the level
Your level should now be published! Come back later and see what kind of rating players have given your level.
If you modify your level, you need to beat it and save it again.
Note: we will be making this whole process a lot more intuitive in the next update.
There’s a random chance of finding an item pack in any given community level. All you have to do is play community levels to find them. Since this is the pre-release, there may not be very many levels to play through until players build more levels. At a later time you can get more items via gifts, watching ads, and In-App Purchases.
Yes! All created levels and items are tied to your account.
All of your hard-earned items will be returned to your inventory!
Great! Let us know which level you found it on.
It may not have been published. See “How to finish / publish your level”. You’ll know if your level is published if after a few minutes you see a rating next to your level.
You will be able to when the game is officially released. During the pre-release version, sharing will be disabled.
January, 2017 is the plan!
You’re experiencing an early version! We have many improvements coming. You might experience some bugs / glitches while playing and building. By participating you also agree to the updated Terms Of Service.
More questions? Please comment below!