Press Esc: for detailed controls and movelist

Movement- WASD

Attack - Enter

Focus - Shift

Throw - ;

Defend - ?/

Game is still in Early Access

Hope you enjoy and please let us know any improvements, bugs, suggestions, etc. 

Check out the discord for WIPs and more updates 

https://discord.gg/beFEV6GZVY


We're honestly tired of the whole kickstarter funding run. Any donation to keep funding would be greatly appreciated. If you take a time to write a haiku we'll include it in the bathtub scene. 

StatusIn development
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(37 total ratings)
AuthorDead Imagination
GenreAction
Made withGodot
Tags2D, 8-Bit, Boss battle, Hack and Slash, Pixel Art, Side Scroller, Singleplayer

Purchase

Buy Now$4.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $4.99 USD. You will get access to the following files:

reinbo_mac.zip 244 MB
Reinbo_Beta.zip 168 MB

Download demo

Download
Reinbo_Demo.zip 168 MB

Development log

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Comments

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Viewing most recent comments 1 to 40 of 53 · Next page · Last page
(+1)

just found out there's a shield so fun to throw

(+1)

The movement is slick as hell! Cant wait for the full game.

(+1)

The new rainbow efects are so cool! I cant wait to see what new things come out. it's really amazing what we've been given so far

What is this annoying immortal umbrella with tongue?

Use fire attacks to kill demons. Hold Attack

(+1)

Yeah, I just figured it out. Thanks.

(+1)

could you possibly give some I frames after blocking an attack or make it where the enemies don't just keep swinging one after another since if there is enough them you get stuck blocking and parrying until you eventually die

Yes, I'll change it in the next update so enemies won't all attack at the same time. 

(+1)

great game with so many combos. I rlly like the shield mode personally.

Thanks very much for trying it out! Shield mode will get much more attacks later on. 

(+1)


Why am I coexisting with myself? Idon't know but it's pretty cool

(+1)

Yeah. The sword throw indeed is buggy.

First, if you have already thrown your sword away, when kicking-parrying the enemy's attack, the sword will still be shown on your hand. However, the execution parry can not be carried out. 

If the sword dance was executed a lot of times in a crowd of people, when it struck someone, it would disappear, and you'd no longer be able to get it back again. However, if you kick-parry, the sword will still appear in your hand... and somehow the execution can still be activated? So it's either in a state where the system thinks that you still have the sword, but you can't use it except for parrying... or that the system thinks that the sword is thrown; however, that conflicts because there is no sword on the field, so you can't use your sword except for this way?

Too confusing, really.

Oh that's because there isn't an animation for the sheathed form of kick parry so it plays the one with the sword even though the sword isn't actually registered as equipped. I'll add the animation for that very soon. 

(+1)

Okay, the sword throw does have a lot of bugs.

I was just playing around with it, but now this time, if you strike an enemy, and quickly jump on top of him, blood will appear, and the death animation will start, but it would be quickly overwritten by the animation that the enemy plays when you jump on top of them. I wonder if this is caused by an animation overlay or replacement that results in the enemy swordsman living... or it's just that the jumping animation or the [being jumped] animation resets the cooldown to reclaim your blade, so the enemy no longer is being struck by the blade...

Hm, quite intriguing, I'll play around with the sword throw more.

(+1)

Update: This seems to only happen if you throw your blade from the air

Ah yea that's the animation canceling out the functions. I'll fix that next update. 

Thanks very much for finding and pointing out the bugs!

(+1)

Game is excellent, I would say one of the best fighting games I've played so far...

However, due to my continuous effort,  I have encountered 1 bug. 

This bug is interesting. When throwing your blade, and recalling it, whatever enemy can be hit by the recalled blade. However, if the enemy turns around at that exact frame, the hit will be registered... however, the enemy will not die. So your sword will be stuck to the enemy until you touch it. However, I do not know what will happen now using Sword Dance or Recall, because I touched my sword quite soon. This is a very interesting bug, and I suggest you look into it...

Anyway, thanks.

(+1)

Update: I'm not quite exactly sure what triggered it now... 

Thanks very much for trying the game out and the kind words!

Ah yes, I'm aware of the bug of sword sticking in the enemy sometimes. It's hard to recreate but the enemy turning around is an interesting observation which should narrow it down. The entire sword stab code will be reworked soon so hopefully it'll be fixed soon.  Thanks for the feedback!

Hey dude,

Excited to play this demo! The action design is extremely detailed, nice work!

I'm very interested in the game and open to collaboration(as a publisher in China). Would you share a contact email?

Really appreciate it and best regards.

(+1)

PLEEEASEEE ADD THE CONTROLS BACK IN THE DESCRIPTION I JUST CAME BACK TO THIS GAME AFTER SIX MONTHS NOW I DON'T KNOW HOW TO FIND THE CONTROLS BECAUSE IT WON'T SWITCH TO THE ATTACK CONTROLS WITH ESC

Press Down to go to the next set of moves. But I'll add the basic controls back in

(+1)

THIS IS SO SICK!!!
Can't wait to see the finshied result!

Thanks for trying it out, glad you enjoyed it so far! Will have another update very soon. 

(+1)

will this be on steam? Ive been following this game for a while and it would be nice if I could get it on ther

Yes, it's on steam 

https://store.steampowered.com/app/3464180/Reinbo/

(+1)

First time playing in ages, first try in survival with the new build - 11 kills. Not a bad start, but it's gotten much harder since I first played - in a good way! Also the animations flow beautifully now! Feels super smooth. Definitely lots of room for me to improve at the game in its current state, though xD

(+1)

Nice to hear from you again XD Thanks for trying out the latest update, hope it wasn't too difficult haha. Still working out the gameplay flow. 

(+2)

It's the good kind of difficulty. The AI feels more like it knows what it's doing, so I can't get thsoe crazy 1000+ kill counts in survival any more xD Got to learn to use the systems better to really keep winning fights!

That's good to know XD Hopefully will have some boss done for the next update. 

(1 edit) (+2)

The new update has definitely improved the flow of combat, although the enemies' aggressiveness tends to lead to them all attacking at once forcing me to spam the Defend button, and pray one of them doesn't get me. The flow definitely got better, although I feel like the cannons could be reworked, as they rarely but still can get the best of you if you happen to get the bug where audio doesn't play for an attack.

Afterthought: One mechanic that might be nice is a framefreeze on a successful parry, since currently the enemies bunch up their attacks all after the other, so having time to recognize them attacking instead of spamming defend and praying for a success might be a helpful change

Thanks for the detailed feedback! 

I'll try to stagger some of the attacks so they don't attack all at once or at least vary it some. 

Will take a look at the cannons and rework them a little

Good idea on the freezeframe on a parry, will try to have that in the next update. 

(1 edit) (+1)

Mfw I can parry the air:

haha I'll add an in air version of it in the future

(+2)

I loved the demo, I'm considering  buying the full version. Adding it to my collection!!!

(+2)

Thanks for trying it out! It's been awhile since the last update but finishing up the newest version in a few days. 

(1 edit) (+2)

so i just stumbled upon this (and only played the browser version cause im a cheapskate) but this game is realy, REALY, good. the combat has a rhythem to it that i am far from mastering and the move set feels very deep. one minor quibble i do have is that the cannons feel a bit "sink or swim", i think id prefer it if they were a less common spawn. but all in all i realy like it!

Thanks for playing and the kind words! The spawns right now are completely random but will be changed up to be more balanced in the future. If you have somewhere I can reach you I can send you a code for itch or steam if you like. 

(+1)

i sent you an email

(+1)

The new cannons are hard to fight against, and the perfect parrying  window of a cannon is hard to accomplish when multiple enemies can attack at the same time.

The sword is at a disadvantage to the cannons. The shield is much easier to deal with cannons and the perfect parry reflects the cannonball right back. 

(+2)

When you get the rebound just right...

It's also fun if you throw the sword and it lands on the ground, then you hold the throw button for a half second, and the sword does a little flip and bounces towards you xD

just fixed

(+1)

Feedback on sfx:

-Heartburn hit sound doesn't play consistently, and when it does, it sounds like a hit with a sword, not like a heart ripping punch (I think it's the same audio from the focus thrust).

-The beheading strike, the split attack, and spin attack, all have clash sounds which play no matter what. Hit the enemy guard? Sounds normal. Hit their flesh? Sounds like they blocked, even as their death animation plays. Miss completely? Still sounds like someone blocked it.

-The sound effect for a kill with a basic attack (combo or aerial) sounds more like paper being torn than flesh being cut. This is oddly, slightly less noticeable in the survival mode than in the training area (because of how the sound interacts with the music).

-Obviously, some things are still missing sfx. Kicks, level 2 flame, 

-The hit sounds for the focus thrust, running slash, and anything but the first hit of the spinning slash, are really good. So are the blade clash sfx, when they play at appropriate times.

Those are weird bugs, heartburn doesn't have a sfx on it yet. Alot of those don't occur on my end but I can try to figure it out. 

will fix the gore effects

(+1)

Did a quick test and found a solution. Apparently, the install had bugged on my end. Re-downloading the file and reinstalling the game fixed the issues with the clash sounds playing every time. Only partly fixed the problem I reported with the phoenix fire attack being unavailable in training area though. (posting more info on that on the update page)

(+1)

Update feedback: I like the music! Indoor music sounds chill and thematic. The survival music is a bit rough around the edges. It feels like you could do with volume control though (more important once there's sfx to go with the music, so you can balance them against one another).

Also, there's still a bug where you use 1 to pause then hit escape and it unpauses.

Thanks! Just had another update. Some of the ghost attacks should be fixed now but might have missed some. Survival music will have more added to it eventually. Volume control will be added next.

Forgot to fix the pause bug, doing that now

(+2)

So... more desktop version weirdness. Both of these, I've tested on the web version and confirmed they're exclusively happening on desktop.


-The 2nd attack in the combo still passes through 0-block enemies without killing them. This was an old bug, still happening consistently.

-If you land all 3 hits of your own combo on an enemy, and it doesn't break their guard, there's a 4th "ghost hit" on them after they get knocked back. Sometimes, it hits multiple enemies if they're close together.

And a fun one which happens in both versions:
-Activate level 3 divine flame, while at least one enemy is still in a death animation, and get a firefly.
-Get killed while the ability is still active, which makes it vanish.
-Resurrect, because you got a firefly.
-When the timer should run out on the level 3, you collapse as if it's still going.

I also had it glitch out once after triggering this bug on desktop, where the next time I summoned the level 3, the timer didn't trigger. Doesn't seem consistent on this, though.

(+2)

Thanks for testing. 

Just uploaded a different desktop version. 

The 2nd attack passing through should be fixed hopefully 

Could you post a video on the ghost hit bug if you have the time? I can't recreate it. Could it be if both you and the enemy are attacking at the same time and it gets canceled out? 

The lv3 god mode bug should be fixed too

(3 edits) (+3)

2nd attack bug: Fixed!
lvl 3 interrupt bug: Fixed!
lvl 3 infinite duration bug: I had it happen once randomly (the first time I launched after installing the new version). Isn't reproducible like it had been with the interrupt bug though. So fixed-ish?

And the ghost hit bug is also less consistent now, but still sometimes happens.

From my testing so far in the new build, the bug never triggers when the combo includes:
-a missed attack.
-a hit which breaks an enemy's guard.
-a hit which kills an enemy.
It also only triggers on an enemy who got a knockback effect from the attack that hit them, which usually comes from the final hit of the combo.
It won't trigger every time those conditions are met, and I don't know what, if any, other conditions might be relevant. When I knock an enemy back and they end up next to a second enemy, sometimes the ghost hit will stagger both of them, but that's not consistent either.

(+2)

Wow, that's a weird one but I think I know what triggers it. Will have to try to do some digging to pinpoint it though, thanks for the video. 


Also very much appreciate the feedback, itch/youtube doesn't allow messages but if you have Steam or something else I would love to send you a free key for all the feedback you've given so far. 

(+1)

The best place to contact me in private would probably be my Discord account (it's the same name I use here). When it comes to keys, Steam has been a non-option for me for a long time now, for reasons it's probably sensible not to go into detail about on here. Long story.

(+2)

alright sent a request

(+2)

Oooooh!
This does feel a little OP rn, but cool!

(+1)

lol and right before I post this (but after I downloaded) you nerfed it... perfect timing! xD

(+1)

lol thanks! More coming soon. 

(+1)

So while experimenting with parries and fighting with the weapon sheathed... I realised a well timed attack as you're parrying will perform its own unique follow-up which has the same diagonal cut kill animation as the (missing on the downloadable version) second combo attack.

So all the combo attacks have a second way to get the same kill animation.

(+1)

...and I found the directional parry counter that lets you slice an enemy's back instead of their chest O_o

(+1)

Oh yea, the back attacks will cut through if the enemy has 1 defend points instead of just 0

(+1)

Oh that might be a bug, I thought I took that out. 

(+1)

Just in case, I checked and it works in the browser too, not just the downloadable version.

Right after you're parrying an attack you press attack and do the second swing upwards right?

(+1)

It's a downward slash, not upwards. But yeah, it's triggered by hitting the attack button right after the parry.

(+1)

oh that's normal. It's a counter attack. If the enemy has 0 defend points and you parry their attack it'll trigger a counter parry which you can then follow up with a downwards slash.  

(+2)

this is fun. this is cool. I like this

Thank you very much!

With my previous 420 kills, I didn't realise it was going to get that much more difficult... but I did it!

(+2)

here's proof of my pretty cool accomplishment, i even made the last kill a focus sheath attack, and I almost died trying to get it

(+1)

haha wow that must have been cinematic. I'll have to start working on a world leader ranking

O_o nice!

(+1)

here's a haiku: ¨was bored today so I got a thousand kills. I could have gotten more.¨

It's not on the 5-7-5 format, but fix it up and I'll include it no problem. 

(+2)

the unfinished 3 fire fly move has screwed me over a couple of times now, I suggest removing the ability to do it while it is unfinished so it doesn't activate on accident, btw my best is 180, this game is so freaking cool and i cant wait to see where it goes, it feels so nice to just cut down hordes of enemies

Thank you very much! I'm really glad you're enjoying it so far. A beta of the level 3 move will be included in the next update, working on it now. 

(+1)

Fun trick.
Press 1.
Press esc.
Opening the menu while paused unpauses.

(+1)

ah I should probably fix that, thanks for pointing that out

(+2)

what are all the death animations and what moves do you need to do to get them? i kinda wanna be able to choose what happens to each enemy to keep it fresh and less repetitive

(+1)

The first attack of your basic combo and the jumping slash share a death animation.
The third combo attack shares its death animation with the non-focus sword draw attack.
The the focus+block attack and the sprinting slash share a death animation.
The sheathed and unsheathed focus+slash attacks each have unique death animations.
The basic flame attack, and the first and second level focus+flame attacks, all have unique death animations.
Focus+up and focus+down both have unique death animations, and focus+down has a second version of the death animation if you follow it up with a kick.

If there are more than those 10, I haven't found them yet.

Other than the focus+down>kick animation, kicks don't have any death animations, which makes sense because they're clearly non-lethal attacks. Weirdly, though, the second combo attack isn't capable of landing a killing blow either (but does damage enemy block). Taunts obviously also don't kill. Especially not the one with your weapon sheathed, but it's nice to do this anyway. You can't attack while ducking, and jumping onto enemies doesn't kill unless you do the jumping slash attack (but jump+kick has surprisingly good knockback).

(+1)

There will be more variations later on as well as a dismemberment system. (it's why the beheading has missing arms currently). You'll be able to mix up and combine the deaths later on. 

(+1)

Focus Down- Splitting the enemy in half. You can then kick the skeleton out of the enemy

Focus Up- Beheading. You can kick the head as well

Focus Attack- You gut the enemy

Focus Sheathe- You cut the enemy in half

First Attack of combo is disarming the enemy

Second Attack of the combo slashes the enemy diagonally 

Third attack is a throat slit

Divine Flame - You thrust your hand into the enemy's heart

Focus + Divine Flame hold- Burning the enemy with a phoenix or disintegrating them with a dragon slashes

There are a few more I'm forgetting right now. In the future there will be more variations and you'll be able to dismember the enemies to keep things less repetitive. 

(+1)

I've tested it multiple times in the training area and the survival mode. Can't get the second combo hit to land on an opponent who's vulnerable. It doesn't help that the first hit being the one to break an enemy's guard will interrupt your combo to knock them back, but even so, following up by whiffing the first swing means the second attack can pass all the way through the opponent's body without registering as a hit. With the right positioning, a parry into a combo has the same result. Opponent is knocked back by the parry, out of reach for the first swing of the combo, but the second attack passes through them without killing, and it's always the third hit which kills.

And when I say "passing through" it can be anything from the tip slicing through the front of the body where it should be catching the front few pixels of the torso, to the blade being visible sticking out behind the opponent, and nothing works.

Might be a hit detection problem in the current build? It registers for enemies blocking it, though.

(+1)

The upper slash move? I can reduce the amount the enemy knocks back to make it easier and increase the range more but I just tested it on this web version. Do you have a video so I can see the issue? 

(2 edits)

I'll try and get a video soon, but for now...

It's in the downloadable version, if that makes a difference.
EDIT: Just tested on the web version and... it does make a difference.
NEW EDIT: Video!

That's odd, it still works fine on my end. It might be a framerate issue. I'll take a look into it. Thanks for letting me know. 

(+2)

when i have 3 fire flies and i focus and use flame attack, i just drop my sword and do nothing, is there anything more to it?

(+1)

unfinished move, will be this in the future


(1 edit)

Not yet! I commented on it in one of the update posts (12/23/24) and the dev confirmed it's coming "soon".
EDIT: Not sure why the site didn't show my the devpost until after I replied but... yay! O_o

(+1)

Best result so far on the new update. I'm liking the new changes, takes a lot more effort to stay in the fight!

(+1)

Getting the hang of things...

(+1)

Great number XD

(+1)

Haha thanks, it'll get more challenging in the future

(+2)

I did a thing!
(+1)

Also... that was my first time since trying the new build that an enemy *didn't* spawn a firefly... so it's definitely not 100% spawn rate. Might have just had the coinflip go my way about 300 times in a row? xD

Very cool! 

(+1)

After some experimentation...

Sheathed blocks and parries don't have their own unique animations, but they look smooth coming out - it's just the teleport back into the sheathe that looks wrong. Could be fixed by triggering the weapon drawn state when successfully blocking or parrying an attack.

Also, getting kicked with your weapon sheathed still uses the animation where the weapon is out.

(+1)

I have changed my opinion slightly on the above. Blocking or parrying a kick doesn't look right. Blocking and parrying sword attacks does though.

Also, I think you bumped the spawn rate for fireflies to 100% somewhere along the way, but the cap is only 3 now.

(+1)

will add a blocking effect to the kicks so it might look better. 

The cap might be 4 since I'm thinking of adding another move. The firefly spawn rate is 90% currently for testing. Might change the mechanics later but not sure right now. 

(+1)

Being 90% makes a lot of sense for what I've been seeing, it did seem higher than 50 xD thanks for confirming that.

And more importantly, thanks for a really fun game!

No problem, really glad you're enjoying it so far :)

(+1)

Adding the sheathed blocks and parries now, will update tomorrow with it probably.  Also will do the getting kicked with sheathed 

Thanks for pointing those out. 

(2 edits) (+2)

Tip: You can revive if you have a firefly and press divine flame while you die. Please don't remove the player's ability to jump on people

Haha I won't. There will be more added to it actually like being able to stab downwards when you jump down on their heads. 

(+1)

It's starting to feel like I can choose a kill count at which I'm happy dying... I may be playing this too much xD

(+1)

That said, with the new block mechanics, it feels like the sheathed focus attack might be impossible to get kills with at the moment.

(+1)

good point it feels weak at the moment. I changed it so it affects multiple enemies right now but will still need to upgrade it. 

(+1)

haha, that's  a very impressive high score

(2 edits) (+1)

I found a bug.

When I slice the enemies in half and kick it, they returned alive instead of them losing their bones

Check this out:

https://streamable.com/244cfp

These dudes don't wanna leave them skin lol.

(+1)

ah messed something up. thanks, just fixed. 

(1 edit) (+1)

Current feedback:

Shift+down feels a bit too strong. Decapitation can be ducked by enemies, thrust can be blocked, but the down slash is a guaranteed kill if you're in range, and you can follow up with a kick to stun an enemy behind the one (or sometimes 2 or 3) you killed.

Bath is broken. No haiku timeout. Can't get past the door. It opens, but doesn't let me through.

Bowing is cool. Phoenix and dragon attacks are cool. All the animations are cool. Enemy block animations are cool. Kicking skeletons out of enemies is cool. Game is just cool. xD

Really looking forward to the addition of music/sounds, cleanup of the spawn mechanics, and hopefully further improvements to the combat system in the game.

(+1)

Another thing to note: If you do slice an enemy then kick them from behind, the skeleton still comes out their back, flying through you and landing behind you instead of flying in the direction you kicked it.

(+1)

Ah yea, needed to do the front version. Just updated with it. 

(+1)

Thanks for the feedback! Will work on updating the splitting move so the enemies can block and react to it more. 

Just fixed haiku and added the parry/counter system. 

Keep saying it but putting it off but music/sounds will be in soon. 

(+1)

"When it's ready" - don't feel like this is rushing you. You're doing great!

(+1)

thanks!

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