
Rat King
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
*"As the Cheese Moon rises, something squirms in the gutters and ditches of the world. Can you appease the Rat King before it's too late?"*
A grab and go puzzle platformer featuring a very special hamburger grinder.
CONTROLS
- WASD: Move
- Hold left mouse: Aim
- Release left mouse: Throw sack
- R: Retry level
- W: Enter doors
- F4: Toggle fullscreen
CREDITS
- Noisemaker - Programming
- Kallen - Music
- Dougle - Art
- hairyballbastic - Art
- Shemmet - Art
- Fruits - Art
- ERMAC - Level design
- Klester - UI layouts
BUG FIXES CHANGELOG
- Fixed hidden and overlapping layers on some levels
- Fixed cutscene text typos
- Fixed issue where ceiling buttons could be pressed if standing on floor above
- Fixed issue where the cutscene background wasn't appearing
- Fixed issue where fire hydrants could carry you after you died
- Fixed issue where you could resume the game while settings screen was open
- Fixed issue where aiming nodes wouldn't disappear once you died
- Fixed issue where aiming nodes wouldn't disappear if you stopped aiming in the process of grabbing someone
- Fixed issue where you could lock yourself in the sacrifice room without the sack
- Fixed issue where jumping would open the settings screen
- Fixed issue where quit button would appear in the web build
- Adjusted speed the sack is thrown at
- Adjusted sack collision detection
- Adjusted positions of fire hydrants in level 7
- Adjusted sack magnetism over buttons to make aiming easier
- Adjusted initial volume slider levels so your ears don't get blown out
- Increased variety of civilians (only sprites present in the initial release were used)
A grab and go puzzle platformer featuring a very special hamburger grinder.
CONTROLS
- WASD: Move
- Hold left mouse: Aim
- Release left mouse: Throw sack
- R: Retry level
- W: Enter doors
- F4: Toggle fullscreen
CREDITS
- Noisemaker - Programming
- Kallen - Music
- Dougle - Art
- hairyballbastic - Art
- Shemmet - Art
- Fruits - Art
- ERMAC - Level design
- Klester - UI layouts
BUG FIXES CHANGELOG
- Fixed hidden and overlapping layers on some levels
- Fixed cutscene text typos
- Fixed issue where ceiling buttons could be pressed if standing on floor above
- Fixed issue where the cutscene background wasn't appearing
- Fixed issue where fire hydrants could carry you after you died
- Fixed issue where you could resume the game while settings screen was open
- Fixed issue where aiming nodes wouldn't disappear once you died
- Fixed issue where aiming nodes wouldn't disappear if you stopped aiming in the process of grabbing someone
- Fixed issue where you could lock yourself in the sacrifice room without the sack
- Fixed issue where jumping would open the settings screen
- Fixed issue where quit button would appear in the web build
- Adjusted speed the sack is thrown at
- Adjusted sack collision detection
- Adjusted positions of fire hydrants in level 7
- Adjusted sack magnetism over buttons to make aiming easier
- Adjusted initial volume slider levels so your ears don't get blown out
- Increased variety of civilians (only sprites present in the initial release were used)