Rumble Arena Kevin Vermaat Genres: Games Actie GAME CENTER ENABLED Gratis Minimum iOS Version: iOS 8.0 Download Size: 121.1MB Rumble Arena Rekall Games The ultimate mobile brawling experience is finally here! Join your favourite heroes from all corners of galaxy in their… Free Buy Now Watch Media DetailsThe ultimate mobile brawling experience is finally here! Join your favourite heroes from all corners of galaxy in their quests to become Legends. INTENSE ACROBATIC FIGHTS Up to 4 Heroes can duke it out in the arena. Throw your opponents off the stage and remain the last one standing to prove yourself a true legend. LOCAL MULTIPLAYER Grab your controllers and challenge your friends in local multiplayer battles. EPIC SPECIAL MOVES Experience and dominate the arena with the epic moves of Legendary heroes such as Thor, Wukong and Spartacus. MULTIPLE WAYS TO PLAY Compete with your friends in heart-pounding survival, battle and skills challenges; set out by the gods themselves to to prove your legacy and dominate the Arena. UNIQUE HEROES No hero is alike and all want to become a true legend, who will be your champion? NOTICE: We’re working on an exciting multiplayer experience, more arenas and of course more legendary heroes! Information Seller:Rekall Games Genre:Action Release:Apr 07, 2016 Updated:May 03, 2016 Version:1.1.0 Size:190.7 MB TouchArcade Rating:Unrated User Rating: (4) Your Rating:unrated Compatibility:HD Universal Jappioo Member Apr 9, 2016 8 0 1 #2 Jappioo, Apr 9, 2016 Great game, when can we expect the Multiplayer feature? And will new legends be IAP? Jenohart Well-Known Member Oct 29, 2010 289 0 0 Australia #3 Jenohart, Apr 9, 2016 Last edited: Apr 9, 2016 Unabashed Smash Bros clone down to the mechanics. Not that it's a bad thing, I would kill for a good mobile Smash clone and this has potential but uh, it needs some more time in the oven. I cannot possibly even begin to fathom the sort of backwards logic it would take to release a Smash clone WITHOUT a versus mode. I'm not even talking multiplayer, I mean a custom VS CPU mode where you choose a stage, choose a character, choose NPCs and number of NPCs and just go. That's the one very basic main mode of Smash Bros and I baffles me that of all the things taken from Smash, you would leave that out of the 1.0 release. Kinda hurts replayability. At least give me a training mode so I can test out the moves of a character, I feel like that should be a mandatory thing in all fighting games. Features aside, it's also obvious the controls and physics are lacking in polish. Directions seem finnicky, playing as Spartacus and trying to do an aerial neutral special from a forward jump feels harder than it should be. It's the little things like being able to jump up through wooden platforms but not be able to jump down through them, and how the launching physics feel so weird. You get launched at high speeds but the drop off is so steep it's like you reach a solid wall and then just stop moving in that direction. I know Brawl and Sm4sh were like that, but they also had slower floatier air physics so the deceleration didn't feel so abrupt. There's no momentum when running either, but that's kinda hard to implement so I'll forgive that. But y'know what? It's still probably the best straight up Smash clone I've played in a while. Sure beats Fright Night which I think got pulled from the appstore, never to be updated to the complete version that they wanted. They did the opposite thing of having online multiplayer but braindead bots and no other modes. So despite all my grievances, I'd be willing to overlook most of them if it JUST HAD A CPU VERSUS MODE, that should be the minimum requirement for any game basing itself off Smash. kevinv1990 Member Aug 12, 2015 13 0 0 #4 kevinv1990, Apr 9, 2016 Last edited: Apr 9, 2016 @Jenohart Hello, Thank you so much for your feedback. It's appreciated! "Unabashed Smash Bros clone down to the mechanics...I would kill for a good mobile Smash..." Well, that's how we felt when we thought of Rumble Arena and why we made it, "we" are really just 2 guys and you're right, we do seem now, like just a clone but that's because it is a very tricky gameplay to get perfect, so... we want to master the basics and as soon as we and the community agrees its a STRONG base, we can add as much on top of it as possible. "...WITHOUT a versus mode. I'm not even talking multiplayer, I mean a custom VS CPU... baffles me that of all the things taken from Smash, you would leave that out of the 1.0 release. Kinda hurts replayability" We agree but there's really no set rule for what works with a SSB game on mobile is there? We had limited budget and based on research a lot of mobile gamers want something to do and if you give them a straight up custom match, a lot of them feel like they arent accomplishing anything especially with our starting character pool.. so, challenges seemed like the best start point and then we would add custom matches, which includes choosing bots vs players. "It's the little things" SSB isnt the most common gametype like an fps where there are tonnes of resources online, we had to sit down and think up alot of tiny details that most people didnt even know exists. We do plan to continue working and we are noting alot of your points into consideration, at the end of the day Rumble Arena is free and the best way for us to get it to the point that even you would like to see it, is if we get some support so we can afford some cheap Ramen to keep ourselves alive while we work and let it grow over time. "despite all my grievances, I'd be willing to overlook most of them if it JUST HAD A CPU VERSUS MODE" We will add this very soon, anyways thanks for your response! Limelight Well-Known Member Jun 14, 2014 250 0 16 To save my city. localhost https://www.youtube.com/user/wizigames #5 Limelight, Apr 10, 2016 Subscribe to the TouchArcade YouTube channel Visual and sound effects are good to me. The only thing I notice is the controls which are not responsive. And also, the annoying ads which keep popping after a game even if I did not click the watch video button. Is there any possibility for an IAP to get rid of the ads? Anyway, it was still a great free game. kevinv1990 Member Aug 12, 2015 13 0 0 #6 kevinv1990, Apr 11, 2016 Last edited: May 3, 2016 @AwesomeTouch Thanks a lot for sharing the gameplay! "annoying ads which keep popping after a game even if I did not click the watch video button" At the moment the ads are there to support future development of new characters, game modes and stages. We didn't plan any IAP as of now, ads over IAP. If a lot of people prefer an IAP to remove ads, we'll add it of coursE! Update about development Exciting news, we plan to submit a new build to the stores today! This build includes versus mode (requested in above reply) and bug-fixes. Starting tomorrow, we'll work on controller support and local multiplayer kevinv1990 Member Aug 12, 2015 13 0 0 #7 kevinv1990, May 3, 2016 Update 3 May! Hi everyone! We're very excited to announce the first update of Rumble Arena! This update includes the most requested features by the community: - Controller support - Versus mode - Local multiplayer by controllers So grab your controllers and show your friends that you're simply the best. With these features in the game, we can now focus on getting more content in the game as well! So next update will include: - Cupid, (agile and ranged), see attachment - Items - A very cool and fun arena, can't say anything about it yet. After above, we'll focus on (unless community request other features): Djinn, more items, new arena and smartphone vs smartphone multiplayer! Share us any thought you have about the game. Really, please do. We want to make Rumble Arena the fun game you'll play against your friends and beat them in it. Know that it's appreciated, and even better: We'll listen! Attached Files: cupid_small.png File size: 93.2 KB Views: 4 Jenohart Well-Known Member Oct 29, 2010 289 0 0 Australia #8 Jenohart, May 7, 2016 Last edited: May 7, 2016 Wow, thanks for taking in my feedback. A simple versus mode for setting up quick custom matches is just what I wanted. I imagine when you add more characters and stages it would become the premiere mode that players spend their time with and a place for players to try out new characters and strategies (I feel all forms of fighting games need something like a training mode where you can easily learn a new character). That upcoming character looks great, I'm looking forward to it. Well there kinda is: Super Smash Brothers. Especially since the N64 version can be emulated on iOS, and Melee/Brawl can be emulated if you have a good enough Android phone. Technically it would be a competing product. People could say "why should I spend time with this when I could just emulate the real Smash Bros. on my phone?". You'd have the advantage with controls made for mobile, but the sorts of people that like playing Smash Bros. casually would be your initial audience and they would have certain expectations. I agree that a sense of accomplishment is important, but I'd say that's more important for games with gameplay that have no staying power. It's why casual mobile puzzle games need hundreds of stages to keep people interested while Puyo Pop Fever has a short and linear arcade mode. No-one wants to play something as ultimately shallow and simplistic as Candy Crush just for the sake of it, while I could play Puyo Pop for a long time just because the gameplay is both fun and deep. It's why I've spent hundreds of hours on Smash even after unlocking everything. While you are making a mobile game, you're also making a Smash clone. I don't feel that a series of 3-star "challenges" which are just different variations of preset bot matches would be the ideal main mode, though I totally understand why you'd start with it since it's the easiest to make. Once you get the opportunity to add more content, maybe you could have things like rewarding EXP/currency after matches that you use to progress a player profile. Using that to unlock things like stage variations, titles, alt colors for characters, all simple stuff that hopefully don't take away from developing new characters and main content. If you were feeling ambitious, maybe even Smash style trophies from vending machines (but they would just be 2D pictures that are all based on both famous and obscure mythological characters like Arne the Greek crow princess) so you'd have something to slowly progress towards while you're playing the game however you like. Like how you can unlock characters and collect trophies/stickers/music CDs just from playing versus matches in later Smash games if you don't want to unlock them the main way. I totally understand not being able to polish all the little things, I wouldn't expect any independent developer to match the quality and polish of something as big a budget as Smash. I still state it though since most players will just judge the product as is. That said, I had fun with the game and it beat previous mobile Smash clones I've played (off the top of my head I can think of Fright Night and one that used a 2D cartoony style that I forgot the name of because it wasn't good and also only had a story mode that ended up just being a slog). I'd say the most important thing it needs now is more real content, like some more stages/stage layouts and characters (those upcoming items also sounds like a good way to spice up gameplay), such that you could just hit "random" on all settings in versus mode and have an interesting match each time. You'll have to think hard on what you want to do about a paymodel if ad-supported isn't enough, and there's no easy answer on that for a game like this. I believe in you guys! (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Unabashed Smash Bros clone down to the mechanics. Not that it's a bad thing, I would kill for a good mobile Smash clone and this has potential but uh, it needs some more time in the oven. I cannot possibly even begin to fathom the sort of backwards logic it would take to release a Smash clone WITHOUT a versus mode. I'm not even talking multiplayer, I mean a custom VS CPU mode where you choose a stage, choose a character, choose NPCs and number of NPCs and just go. That's the one very basic main mode of Smash Bros and I baffles me that of all the things taken from Smash, you would leave that out of the 1.0 release. Kinda hurts replayability. At least give me a training mode so I can test out the moves of a character, I feel like that should be a mandatory thing in all fighting games. Features aside, it's also obvious the controls and physics are lacking in polish. Directions seem finnicky, playing as Spartacus and trying to do an aerial neutral special from a forward jump feels harder than it should be. It's the little things like being able to jump up through wooden platforms but not be able to jump down through them, and how the launching physics feel so weird. You get launched at high speeds but the drop off is so steep it's like you reach a solid wall and then just stop moving in that direction. I know Brawl and Sm4sh were like that, but they also had slower floatier air physics so the deceleration didn't feel so abrupt. There's no momentum when running either, but that's kinda hard to implement so I'll forgive that. But y'know what? It's still probably the best straight up Smash clone I've played in a while. Sure beats Fright Night which I think got pulled from the appstore, never to be updated to the complete version that they wanted. They did the opposite thing of having online multiplayer but braindead bots and no other modes. So despite all my grievances, I'd be willing to overlook most of them if it JUST HAD A CPU VERSUS MODE, that should be the minimum requirement for any game basing itself off Smash.
@Jenohart Hello, Thank you so much for your feedback. It's appreciated! "Unabashed Smash Bros clone down to the mechanics...I would kill for a good mobile Smash..." Well, that's how we felt when we thought of Rumble Arena and why we made it, "we" are really just 2 guys and you're right, we do seem now, like just a clone but that's because it is a very tricky gameplay to get perfect, so... we want to master the basics and as soon as we and the community agrees its a STRONG base, we can add as much on top of it as possible. "...WITHOUT a versus mode. I'm not even talking multiplayer, I mean a custom VS CPU... baffles me that of all the things taken from Smash, you would leave that out of the 1.0 release. Kinda hurts replayability" We agree but there's really no set rule for what works with a SSB game on mobile is there? We had limited budget and based on research a lot of mobile gamers want something to do and if you give them a straight up custom match, a lot of them feel like they arent accomplishing anything especially with our starting character pool.. so, challenges seemed like the best start point and then we would add custom matches, which includes choosing bots vs players. "It's the little things" SSB isnt the most common gametype like an fps where there are tonnes of resources online, we had to sit down and think up alot of tiny details that most people didnt even know exists. We do plan to continue working and we are noting alot of your points into consideration, at the end of the day Rumble Arena is free and the best way for us to get it to the point that even you would like to see it, is if we get some support so we can afford some cheap Ramen to keep ourselves alive while we work and let it grow over time. "despite all my grievances, I'd be willing to overlook most of them if it JUST HAD A CPU VERSUS MODE" We will add this very soon, anyways thanks for your response!
Subscribe to the TouchArcade YouTube channel Visual and sound effects are good to me. The only thing I notice is the controls which are not responsive. And also, the annoying ads which keep popping after a game even if I did not click the watch video button. Is there any possibility for an IAP to get rid of the ads? Anyway, it was still a great free game.
@AwesomeTouch Thanks a lot for sharing the gameplay! "annoying ads which keep popping after a game even if I did not click the watch video button" At the moment the ads are there to support future development of new characters, game modes and stages. We didn't plan any IAP as of now, ads over IAP. If a lot of people prefer an IAP to remove ads, we'll add it of coursE! Update about development Exciting news, we plan to submit a new build to the stores today! This build includes versus mode (requested in above reply) and bug-fixes. Starting tomorrow, we'll work on controller support and local multiplayer
Update 3 May! Hi everyone! We're very excited to announce the first update of Rumble Arena! This update includes the most requested features by the community: - Controller support - Versus mode - Local multiplayer by controllers So grab your controllers and show your friends that you're simply the best. With these features in the game, we can now focus on getting more content in the game as well! So next update will include: - Cupid, (agile and ranged), see attachment - Items - A very cool and fun arena, can't say anything about it yet. After above, we'll focus on (unless community request other features): Djinn, more items, new arena and smartphone vs smartphone multiplayer! Share us any thought you have about the game. Really, please do. We want to make Rumble Arena the fun game you'll play against your friends and beat them in it. Know that it's appreciated, and even better: We'll listen!
Wow, thanks for taking in my feedback. A simple versus mode for setting up quick custom matches is just what I wanted. I imagine when you add more characters and stages it would become the premiere mode that players spend their time with and a place for players to try out new characters and strategies (I feel all forms of fighting games need something like a training mode where you can easily learn a new character). That upcoming character looks great, I'm looking forward to it. Well there kinda is: Super Smash Brothers. Especially since the N64 version can be emulated on iOS, and Melee/Brawl can be emulated if you have a good enough Android phone. Technically it would be a competing product. People could say "why should I spend time with this when I could just emulate the real Smash Bros. on my phone?". You'd have the advantage with controls made for mobile, but the sorts of people that like playing Smash Bros. casually would be your initial audience and they would have certain expectations. I agree that a sense of accomplishment is important, but I'd say that's more important for games with gameplay that have no staying power. It's why casual mobile puzzle games need hundreds of stages to keep people interested while Puyo Pop Fever has a short and linear arcade mode. No-one wants to play something as ultimately shallow and simplistic as Candy Crush just for the sake of it, while I could play Puyo Pop for a long time just because the gameplay is both fun and deep. It's why I've spent hundreds of hours on Smash even after unlocking everything. While you are making a mobile game, you're also making a Smash clone. I don't feel that a series of 3-star "challenges" which are just different variations of preset bot matches would be the ideal main mode, though I totally understand why you'd start with it since it's the easiest to make. Once you get the opportunity to add more content, maybe you could have things like rewarding EXP/currency after matches that you use to progress a player profile. Using that to unlock things like stage variations, titles, alt colors for characters, all simple stuff that hopefully don't take away from developing new characters and main content. If you were feeling ambitious, maybe even Smash style trophies from vending machines (but they would just be 2D pictures that are all based on both famous and obscure mythological characters like Arne the Greek crow princess) so you'd have something to slowly progress towards while you're playing the game however you like. Like how you can unlock characters and collect trophies/stickers/music CDs just from playing versus matches in later Smash games if you don't want to unlock them the main way. I totally understand not being able to polish all the little things, I wouldn't expect any independent developer to match the quality and polish of something as big a budget as Smash. I still state it though since most players will just judge the product as is. That said, I had fun with the game and it beat previous mobile Smash clones I've played (off the top of my head I can think of Fright Night and one that used a 2D cartoony style that I forgot the name of because it wasn't good and also only had a story mode that ended up just being a slog). I'd say the most important thing it needs now is more real content, like some more stages/stage layouts and characters (those upcoming items also sounds like a good way to spice up gameplay), such that you could just hit "random" on all settings in versus mode and have an interesting match each time. You'll have to think hard on what you want to do about a paymodel if ad-supported isn't enough, and there's no easy answer on that for a game like this. I believe in you guys!