Awesome game, but I feel like there's so much that I missed. I sweeped all of the rooms and came up empty handed. Couldn't swim, and couldn't break the super blocks. In the end, I'm not sure if those powers exist, but looking at your screenshots, they're all there... I'm confused as to whether these paths are available yet or coming? Can't wait for the full game tho.
Raider of the Ruby Chest
A downloadable game for Windows, macOS, and Linux
Take some time off your family vacations and delve into ancient ruins!
Explore more than 5 different areas full of puzzles and bosses!
Find new equipment and gather all collectables to discover the secret of the ruins!
Game Boy Color-like experience! No need to replace batteries!
Try out the demo TODAY!
Pedro (game design & art)
Lumi (additional art)
Release date TBA. Thanks for your patience!
|Updated||5 hours ago|
|Platforms||Windows, macOS, Linux|
|Authors||Cacareco Games, lumimae, Fabio Picchi, chambers|
|Tags||Exploration, Game Boy, Metroidvania, Pixel Art, Puzzle-Platformer, Retro, Singleplayer, Unity|
|Average session||About a half-hour|
|Inputs||Keyboard, Xbox controller|
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Hey, thanks Camh! :)
Some of the screenshots are from later parts of the game, not featured in the demo. In the final version you will be able to find tools that allow swimming, breaking the super blocks and other actions.
Although you can't do all these things yet, you get a special message if you find all available items in the demo, so you'll know when you have found 100% of them. Some of them are pretty hard to find, though!
the game is very good. It reminds me of Spelunky. and I would like them to add the 2 player mode, but therefore it is a good job. And they translate the game into Spanish. I am using the translator
Hola Eljonycrazy! ¡Muchas gracias! No tenemos planes de hacer un modo de 2 jugadores, pero traducir el juego al español y portugués es algo que planeamos hacer pronto. ¡Le mantendremos informado!
You could add a Portuguese language and fix a bug when the character dies.
When you press the button to see the map at the moment the character dies the game simply hangs.
But otherwise, the game is wonderful
Oi, muito obrigado pelo comentário! :)
Vamos trabalhar no bug de abrir o mapa ao morrer e pretendemos publicar uma versão corrigida da demo em breve.
Sobre a tradução para português, como brasileiros, certamente queremos isso no jogo. Estamos trabalhando para traduzir os textos da demo e pretendemos publicar essa versão traduzida mais pro final do mês.
Only a little problem: my XBox One controller (plugged via USB) doesn't seem to work properly on the macOS RubyChest demo. I can press/keep A to skip the logo, but at the title screen it doesn't respond anymore. It's written "press A", but pressing A (or any other button) does nothing.
The controller works correctly with most other macOS games I tried (Celeste, Owlboy,...).
After doing more tests it seems to be related to the buttons mapping (I using the default buttons mapping, which works as expected with most games). By pressing the 'z' key on the keyboard I could start the game. When started, the left stick allows me to move, and the left d-pad shows the map. Other buttons do nothing.
Hi, thank you very much for the feedback! I am sorry your controller didn't work :(
Maybe it was a little bit misleading to say that we supported the X360 controller. Actually, our game supports it just in the Windows platform.
For some weird reason, button mappings change according to the controller (even though PS4, X360 and XONE controllers have similar designs, 'Joycon Button 0' maps to different buttons in all of these controllers), the operating system and even according to the way it is connected to the computer (bluetooth or USB, for instance).
This problem might be solved depending on the tools you're using or if you implemented all these possible mappings yourself. As we're using Unity, our possible solutions right now are: use the new Input System (beta), buy a plugin in the Unity Asset Store that solves the problem or figure out all the possible mappings and hardcode them in our game. We have the goal of using the new Input System but we couldn't make it work in time for the demo :(
That said, we'll work hard on fixing this issue as soon as possible and update the demo :) Hopefully, with the new Unity Input System, we will support all sorts of controllers in different platforms!
Thanks for your anwser!
I'll wait for the updated demo then :)
Let me know if you need some help testing it.
Hi Leo! We finally managed to implement our game inputs using the new Input System being developed by Unity. This system is still in beta stage so things might be buggy but, as far as we could test, controllers seem to be working just fine in all platforms (we tested with the wired 360 xbox controller and the wireless DualShock 4).
Please let us know if your gamepad is now working :)
Unfortunately the xbox one controller still isn't working properly in the latest demo: 'A' button doesn't work, so I cannot even get past the first logo. Btw it seems that the keyboard controls are disabled when a pad is connected. I tried disconnecting the joypad and I could get past the logo. If I then plug-in the Xbox controller, I can see that only a few buttons seem to do something: moving the left stick to the right makes the player go down. And that's it. Other keys don't seem to work properly.
Has the Xbox support been tested on macOS (Mojave)? I can do more testing if you need it.
Weiter so! Tolles Spiel
Keep up the good work! Great game so far!
A neoretro Metroidvania with Gameboyish flavour... I love it <3
Awesome game! Great fun.
Also, how did you get a Unity project into an exe file?
Hi, thank you for playing our game! Glad you liked it :)
As for the '.exe', we basically created a self extracting executable. We tried to use 7z ,as it is free (as in freedom) software, but it was a bit hard to get it working so we ended up using winrar, as suggested by this guide. For Linux we used http://makeself.io/.
Finally, we couldn't find a way to do this for macOS so we just went with the zip file. Probably it didn't make sense to make an installable '.dmg' just for a demo.
Many thanks for sharing. Well worth the effort, it is definitely more user-friendly than the default Unity folder structure. Best wishes for your game.
I heard good things about Inno Setup, it's also completely free.
Inno Setup seemed great but, as far as we could understand, it was designed to create installers and we wanted our .exe file to simply run the game without any installation process.
Ah Okay, the only issue I had with your exe file was, my antivirus literally screamed and advised to destroy your file immediately. It may scare some people off. ^^
(I don't have any anti virus at all. I use the standard windows defender.)
This has such a satisfying retro feel to it! Nicely polished as well. Definitely excited for the finished game.
This is really good! Solid level design and pacing. The narrative and humor is on point for me. Really looking forward for the full version! :D
The nostalgic feel of the pizel art is spot-on!! Takes me right back to the Game Boy era! <3
Fun times in the temple. Somehow I think the Ruby Chest should probably not be opened though. :)
Oh my˭̡̞(◞⁎˃ᆺ˂)◞*✰, I got nostalgic when playing this game. It reminds me of those old school game boy platformer games. I'm amazed by how much SECRETS you can hide in this cute game. I couldn't even find all of the secrets! Tho I manage to find all the hidden doughnuts, I still couldn't get pass the water. Exited for the full version! (╯✧∇✧)╯
Very nice! Loved the Metroidvania-meets-Kings-Valley atmosphere., tight platform controls and pixel graphics. Really anxious to see the full version :).