About Alex Rose (twitter: @AlexRoseGames)

I make Super Rude Bear Resurrection for PS4/Xbox One/Steamm funded by Sony Strategic Content. The Rude Bear series came from Ludum Dare. Every LD since Ludum Dare 25 I've made a Rude Bear game.

I'm a gold winning ludum dare jammer and winner of EGX Rezzed jam.

They follow the nomenclature, "Rude Bear R___". There is a Rude Bear timeline, extended Rude Bear universe etc. etc.

I'm a physics graduate from Manchester. In late 2011 I took a semester of C, and decided to learn to make video games by making them.

My website's: http://alexrosegames.com/


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25

Alex Rose's Trophies

SonnyBone's Official 'RAD GAME' Award
Awarded by SonnyBone
on December 19, 2013
The Rad Game Award
Awarded by SonnyBone
on December 18, 2012

Alex Rose's Archive

Rude Bear 13: Rude Bear Relics

Posted by (twitter: @AlexRoseGames)
Wednesday, August 31st, 2016 7:52 am

So, I was at Insomnia Gaming Festival this weekend showing off Super Rude Bear Resurrection (which got gold in innovation on Ludum Dare 28).

rude bear relics

In the meantime, I made the 13th game in the Rude Bear series, and my first ever 3D Game: Rude Bear Relics.


Game Page | Windows Download

Being at Insomnia was really useful, as we hit some snags with the animation, but we had some pro animators right nearby who knew exactly what to do, probably saving us days of problem solving.

We worked off concepts from our resident genius character artist, Simon Wong.

rude bear 3d 2

rude bear 3d 1

I wanted to get a framework down for my next game, so it was really just experimentation. I played a bit of Ocarina of Time and fiddled with the character controller to get the camera working the way I wanted (although we didn’t have a proper L target or attack system really at the end).

In SRBR all the control goes through Rude Bear’s character class, whereas in this one there were a tonne of interactable objects:


So now I’ve realised in future I need to make a generic class for dealing with this stuff – I copied and pasted so much code over and over, and some of it was really inefficient, like checking for input in multiple classes every fixed update.

I learnt a lot about animation. Had Rude Bear and the boss, who were both animated, though the boss actually, I rushed a lot and we couldn’t get the animations we wanted really. We were using Mixamo because of time constraints, but in future I want to do the animation myself.

Mana Man

Also, cloth physics are a nightmare!

I learnt a lot about 3D level design. I kinda “get” it now. I think if I did the jam again I would produce a much better game next time, just because I get the nuances of working in 3D. But especially, I need to think of a solution for the camera being spotty when you enter new rooms. Also, I need snapping tools, because the dungeon was a bit of a mess:


Also need nice prompts in future to make it clear that the dungeon item is reusable. I didn’t really get to do interesting dungeon mechanics because so much time was spent on the framework of the engine. If I reused this engine, I’d be able to do a really nice dungeon in another 3 day jam, get some nice mechanics in etc.

Either way, my first plunge into 3D demonstrated one thing to me: God damn Unity is easy for 3D. 2D is a constant hackathon to get PS4 quality gameplay, it’s absolutely trivial in 3D, everything just works. If we had some nicer models/skybox/textures and a good toon shader, we could make a pitchable prototype in absolutely no time. I mean, Rude Bear Resurrection:

Which was done with amateur art, had horribly balanced physics and zero snapping tools, eventually became this:

So, this one, again, amateur, incomplete animation and character controller/camera, no snapping tools, no shaders. I’m pretty sure I can do a really good job at a 3D game, this was a cakewalk, and considering it was the first 3D game I’ve made and I made it while demonstrating my game, getting wasted at 3 parties and constantly being distracted, like.. I think this is going to get far better than SRBR did, and I consider SRBR to have been pretty plain sailing up until this point now where we’re approaching FQA.

So yeah, anyway, please have a go, tell me your thoughts etc.

Also, thanks to Atmospherium for the music, and Jack Englert & Sophie Cook for art.

Game Page | Windows Download


Posted by (twitter: @AlexRoseGames)
Friday, April 15th, 2016 7:56 pm


Rude Bear 12 time.

Working with mah boi Ditto and mah boi Sonny Bone on only TheBestRudeBearGameThisSeason.

Probs gonna do something top down. No plans. We shall see.

Hey guys!

Didn’t get to market quite as quick as Titan Souls did, lol, but I had to go hunt down a team after Rude Bear Resurrection and get funding. But we’re finally confirmed for Xbox One/Playstation 4/PS Vita, but aren’t quite on Steam yet! Gotta get through greenlight.

I will love you forever if you give a fellow serial jammer a chance to be on Steam:

Here’s a video:

And some screens:

Rather different than the original:

Thanks for any votes! <33333

I’m in! (For the 8th time)

Posted by (twitter: @AlexRoseGames)
Friday, April 17th, 2015 7:25 am

For those of you who don’t know me – I’m the Rude Bear guy. I make Rude Bear games for Ludum Dare.

What does that entail?

LONG AGO, THE ORIGINAL RUDE BEAR WAS MADE, AND ALL WAS GOOD. (Ludum Dare 25: You are the Villain, thug bear, murder people).

THEN CAME THE PREQUEL, RUDE BEAR RISING, AND ALL WAS BAD. A prequel so disappointing, even the gif won’t render properly. Rude Bear’s quest to defeat his mortal nemesis: The Wizard.

Thankfully, all was saved, as Rude Bear Radio came next, and that was the first ACTUALLY GOOD one. 8 10 second minigames Wario Ware style as Rude Bear hallucinates.

Then came Rude Bear Resurrection, which won gold for Jam Innovation, and is the only Rude Bear game where you get to turn Super Saiyan and face the previous winner of the tower (while The Wizard escapes).

Next was Rude Bear X. This was not a Ludum Dare entry. An endless runner where you have full movement, boss fights, monsters, upgrades, character switches and abilities etc.

Then Revengeance, where Rude Bear gets revived in the future as a cyborg robot and must defeat the Mecha Wizard with his laser grapple sword, flaming divekicks and infinite jumps:

Next there was Rude Bear RPG (AKA Rude Bear VII). I was exhibiting Super Rude Bear Resurrection at Insomnia52 at the time so I couldn’t give full focus to it, but it’s a huge RPG with a unique realtime turn based battle system that’s pretty dope and very confusing.

And then Rude Bear Ride. Which has the best title screen of any Rude Bear game and best music. And not much more than that. It’s nice and polished though.

In between those games I also made Midas, Claire’s Voyage, Cooperative Spider Train Island Glitch [Working Title], Migi Osu, Psycho Ratz Wild Adventures IX and Miri Kiri (which won the Creative Assembly game jam at EGX Rezzed 2015). Those games are dope. But yeah.

I’m currently working on Super Rude Bear Resurrection, funded by Sony and the UK Government, which has been at Tokyo Game Show, PAX East, EGX etc. and is coming to PS4/Xbox One this year.



iceworld screen

srbr temple

This is what Ludum Dare can do for you!


I’m in.

Rude Bear RPG: Postmortem

Posted by (twitter: @AlexRoseGames)
Wednesday, August 27th, 2014 3:43 pm

So, Insomnia52 just finished and I was exhibiting Super Rude Bear Resurrection there. I love Insomnia, but I was a bit upset to find out it was the same time as Ludum Dare.

So whatever – I did both. My game wasn’t as good as usual but I refuse to break my spree.


Here was my setup. Luckily my friend Nate lent me a mouse.

I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasn’t going to be a Final Fantasy parody.

I kinda needed to sketch everything up myself for this since I wasn’t with my housemate, and it would’ve been too much work for him, so I made the world really roughly.

I started out by doing the battle system, using puppets like the original Rude Bear, because there was no chance I’d get assets in time. My housemate later redrew these.

The whole battle is entirely realtime. This can be confusing, and hard to control, and I should’ve really implemented controller controls, but that would’ve been super slow to use for a start in comparison to getting good with the mouse, but also I only had one xbox controller there and it was plugged into SRBR.

Puppets are fun because they’re almost entirely trigonometry (which I really enjoy). I mean, everything in the game uses the magic formula:

Position += (finalpos-currentpos)*speed

And a bunch of trig. I just take a lot of anchors and use kludges.

I saved time on large attacks by just making one particle system and reskinning it for the various spells. A few of the attacks are bigger.

RBR 2014-08-27 01-34-59-14

Initially everything was based on elements but I couldn’t think of symbols for element indication so I ended up just wiping that. Also you could originally heal yourself with your group attacks and stuff like that but it was getting too convoluted. In my friend Nate’s words, “Keep it simple, stupid”.

I started out with the world by sketching it (but I’ve lost the sketch unfortunately).

For the theme, I both wanted to make a bunch of worlds like a volcano, tower, desert, forest etc. and also connecting lots of worlds of games I enjoy. I started out by making Pallet Town:

pallet town

As well as Crono’s house, Oak’s lab, a crypt etc.

I threw together two tracks from Earthbound and Oak’s lab, and adapted three old tracks I’d already charted by ear from Chrono Trigger, Pokémon and Super Mario RPG.

From home my housemate drew the art we used for puppets. Unfortunately I had no internet connection, so I could only grab art now and then either by tethering or going to the LAN hall (which I did a couple of times because some kids were being really loud at 4am on the campsite and I wasn’t getting any work done).


I slept around 4 hours every night. I was up till about 6 mosts nights just coding. We drank a lot every night so I was pretty alert (especially on the last night, we had an open bar).

We didn’t manage to get rooms this time so I had to camp. Extremely cramped in there with a laptop too but this is pretty much the setup I was working with.


Eventually I got the whole world done:


And just stuck colliders on everything. The movement’s a very simple rigidbody2D, and all menus are just activated with raycasting.

I was basically jamming everywhere, trains, bars – it took all my restraint not to get out my laptop during the pub quiz. I was worried people would think I was googling the answers or something.

Eventually I adapted a shader from Super Rude Bear Resurrection to make Earthbound looking battles.


It just loaded in the background of the previous area each time.

My friend SonnyBone and I were running an optional theme, “Marilyn Manson” too, and I promised to put the character Rad Boar with a Mohawk and sunglasses in too.

Things I would’ve liked to have implemented:

  • A fourth character (Red Beard, a lion that was going to be in the volcano)
  • Status menu
  • Element indicator and left elements in
  • Explanations
  • Sound Effects
  • Controller controls
  • More story

But given I was at Insomnia and showcasing my game at the same time, I couldn’t really. On the last night just before I went to bed I made a list of everything I needed to do at home, and streamed the last 6 hours (which was the implementation of the snakes, volcano monsters, pyramid monsters, cyberdemon and final boss).

I’m pretty happy with the amount of dialogue, 15 moves, an entire world and 14 monster types each with a different attack pattern.

Then I had some problems with my server, which was very stressful, but overall I’m pretty happy with it.

I’m sure I’ll learn of more problems as more comments appear.

But yeah, enjoy.

You can play it online in a browser here, download it for Windows here, and the LD48 page is here.

My twitter.

Originally posted on my dev blog.

I’m in (From Insomnia Gaming Festival!)

Posted by (twitter: @AlexRoseGames)
Friday, August 22nd, 2014 10:10 am

So, in Ludum Dare 28 I picked up the jam innovation gold with Rude Bear Resurrection, and now I’m at Insomnia festival showing off Super Rude Bear Resurrection, the full version. It’s been a crazy few months, taken it to Radius, Update and Feral Vector, got an artist, musician and sound effects guy and just this week I’ve found out it’s been accepted into the Tokyo Game Show indie area!


So yeah, repping Ludum Dare in Japan in September.


But anyway, I’m at Insomnia now and was really disappointed to find it coincided with LD48, so whatever – I’ll do both. Don’t expect anything great this time because of the smaller time limit, but it’s the seventh Rude Bear game, so I’m going to make my first RPG – Rude Bear VII. We’ll see what the theme brings, although I’m doing an optional theme with a few other jammers, “Marilyn Manson”, because why not? (We do an optional theme every time).


Also, I’ve been told I have to include a character called Rad Boar with a mohawk and sunglasses.


I’ll be working on my macbook unfortunately. Here’s my setup:




Here’s me (left) and @Vethan4, who makes Standpoint. Good friend of mine.


And this will be my diet:Snapchat-20140822101843


Working with Unity 2D and 3D hybrid probably. I’ll be back on Monday and make the music then on FL Studio.


But yeah, I’ll keep you updated at the end of every day.



Rude Bear Revengeance – Post Mortem

Posted by (twitter: @AlexRoseGames)
Tuesday, April 29th, 2014 8:51 am

So, Ludum Dare just ended, and as always, I made a Rude Bear game.

The big change here is that I had an artist, and I got a couple of musicians on Reddit to help out with the soundtrack.

Now, when the theme was announced, I really couldn’t think of any mechanic based on the theme itself, it seemed like more of a setting than a mechanicy theme, and I was wasting time, so I just settled for an idea I’ve wanted to make for ages now: Rude Bear Revengeance.

Rude Bear Revengeance Chandelier

Every Rude Bear Ludum Dare game has a suffix beginning with R (Rising, Radio, Resurrection) so I’ve always wanted to make Revengeance, Revelations, Red, Requiem and Revelations. This time I picked Revengeance. I’ve never played Metal Gear Rising, but from the trailers I gleamed you go around cutting things up with a sword, so I decided to do that, but attach it to a grapple hook whip.
Rude Bear Revengeance Whip

You can fire it out and retract yourself to it like a hookshot. Likewise, you can retract it to you, which allows you to kill enemies with weak points. This meant I could make a more diverse set of enemies, with different weakpoints with minimal effort just by adding colliders on the backside of them etc, so really the only time restrictions there were on art, and also keeping things fresh:

Rude Bear Revengeance Whip Retract

Next I wanted more ways to make you feel like a badass, and my friend SonnyBone and I were doing an optional theme we randomly decided on the day, “Do Flips”, so I added some wall running. I didn’t really have time to make it feel nice to hop from one wall to another, which was a feature I really wanted. I used to play a lot of GunZ: The Duel, and I guess this was partially inspired by that – I always loved the wall running.

Rude Bear Revengeance Wallrun

And, of course, what cyborg warrior is complete without a divekick? Here you can see the screenshake quite clearly. I wrote a class called Vlambeer.cs that allows static screenshake functions from anywhere after seeing the absolutely fantastic Art of Screenshake talk by Jan of Vlambeer. Screenshake’s something I’ve used slightly before for Claire’s Voyage, but never so gratuitously.

Rude Bear Revengeance Divekick

Then I found something inadvertantly lovely I call “chandeliering”. If you grapple to the ceiling and dive kick at the same time,you become a pendulum of death. I was really keen not to use a GUI so I made a health decal round the side of the screen that glows red when you’re close to death, basically Call of Duty. In Rude Bear Resurrection I had a similar view on GUI and it worked really well. Not only is making a rescalable GUI a bit of a pain, but it means more graphics, and in such a short space of time it’d be hard to get it to look right. Likewise, on the endboss’s third form, I added an aura to indicate HP. That’s something I did in Resurrection too, but this time the HP was more discrete, so it’s more obvious.

Rude Bear Revengeance Whip Fire

Then, of course, what would a Rude Bear game be without a gratuitous endboss? Here you can also see at the beginning, the hopping in midair. There’s actually infinite jumps in this game. The game’s designed around restricting your path by difficult combat, not blocking off your exits like traditional platformers. You can go anywhere you can see – there are no restrictions. I really wanted to give ultimate control of your character so you could feel like a god in combat.

Rude Bear Revengeance Boss

If you’re familiar with the Rude Bear series you’ll notice there’s a new art style, that’s thanks to my new artist Dan. One change with this as well is.. in the first four games, I’d just give a vague description, “Please can I have a flying enemy?”, whereas the dynamic with Dan is sometimes more like.. I provide crude MS paint drawings to him and he comes up with something based off that.Rude Bear Revengeance Concept ArtThe whip physics don’t work as nicely as I’d like them to. Once you’re skilled with them they’re quite nice, but at the beginning they feel a bit difficult, at least to me. That’s because it’s actually made up of lots of little objects which are quite massive, so you can’t really swing much (or if I made them so light that you could swing, they wouldn’t hold you up). Really, I should’ve done the spring physics better, or hand coded it instead of using Unity’s stuff. I also sat and did a bit of maths and derived a few new formulae that I now use for slerping, so things feel a lot nicer.

Rude Bear Revengeance early rope physics

This time as well, I made my own tile placing system after I discovered you could code things to run in the editor, so building the world was RIDICULOUSLY quick, and nicer. I wrote a script as well that applies all the colliders at runtime and groups platforms together. Here’s something I took at the end of the second day of the world, although in Day 3 the world multiplied by about 1.5x in size, and the boss got implemented, plus easter eggs:


Also, this time we used normal mapping too, auto generated by CrazyBump, which made it ridiculously quick to make lovely normal maps.

I spent most of the first day an the elevator scene too, scripted events take me too long because they’re less mathsy. There’s a tonne of randomised dialogue though, so it makes it a unique experience at least. One of the musicians made me some elevator music that’s reminiscent of Spacestation Silicon Valley, and I loved the idea of horrible atrocities going on off screen while it plays funky upbeat elevator tunes and you have a mundane conversation.

Rude Bear Revengeance Lift

Anyway, things I learnt:

  • I need an SFX guy next time so I don’t spend half the jam making sounds.
  • Use Quads, don’t use Unity’s built in sprites. That draw call count is awful.
  • Spend maybe more time on the core game mechanic next time and less time making levels. Just better time management.
  • And don’t waste half your time. I really wasted tonnes of time this jam just doing nothing.
  • This.. drinking 10 litres of Diet Coke routine you’ve got going on actually looks like it isn’t so good for your health anymore, if you’re going to do this every 4 months, you probably just.. shouldn’t.
  • See if you can get controller controls in in time next time.
  • Also, the tutorial section could be a bit better, and a better ending.

But overall, I’m rather happy with how this one went. I achieved what I set out to make, and implemented everything I wanted.

LD48 page | Windows | Web | Stream


Also posted at my blog.

I’m back, baby

Posted by (twitter: @AlexRoseGames)
Thursday, April 24th, 2014 7:53 am

I’m in.

So, last time I won the innovation categoryyyy! I love you all for that. I woke up that day and had to click through a few pages to make sure that I was definitely seeing what I was seeing.



If you don’t know me, I’m the Rude Bear guy. Every Ludum Dare I make a Rude Bear game, since Ludum Dare 25.

Rude Bear

This is what you get when you don’t have time to animate your graphics.

And this is why. My first game (Rude Bear) was.. pretty terrible, but it was stylistically rather nice, so people enjoyed it, and I decided to run with it and keep making Rude Bear games. It recently got put in the Pirate Bay Bundle, so that’s cool.

Then there was the one we still don’t talk about.

Radfish paralyses you and then his babies feast on you.

Hey, the audio was good! And, like.. the.. physics engine.. was technically interesting. I liked it, okay?

And next came the first one that actually did well:

Rude Bear Radio:

2D Animation of a Dancing Radio from Rude Bear Radio in Unity

For some bizarre reason this is still played hundreds of times a day by Brazillians.

After RBR, I made a post saying that I was super scared that I had to make an even better game this time. So I did!

Rude Bear Resurrection Death

The floatiest bear death simulator you’ve ever played

Rude Bear Resurrection is the heartwarming tale of a group of gamers who repeatedly died over and over again and then walked on each other’s corpses in a mad flurry to beat the endboss and become the new endboss. It’s all networked and you can use each other’s corpses as paperweights, carpets, boats etc.


Outside of Ludum Dare I then did a couple of other things. With the RBR engine I made Claire’s Voyage for Global Game Jam 14:


Then I made the fifth Rude Bear game, Rude Bear X for Flappy Jam (but never really told anyone about it).


Which was like.. an endless runner inspired by Megaman 2 where you could move around the screen, surf on enemies, use 5 different bear types and weapon types and fight various bosses in different worlds.


Then I made Midas with 3 strangers at EGX Rezzed Creative Assembly Game Jam in 8 hours. Which was fun. (I also made another game called Cooperative Spider Train Island Glitch [Working Title] but that isn’t really worth discussing).

But yeah, point is.


Normally I would be like, “AND IT’S GOING TO BE THE BEST RUDE BEAR EVER”, but.. really, like. It’s going to be difficult to beat a gold medal. I can try though, right?

If Atmospherium gets back to me, I may well be using his magical tools for ingame music. I’ll be using Unity2D again. And I.. may do something with realtime online functionality? But I’ve never done that before so I dunno. Obviously it depends on the theme too. If “You Are The World” or “You Are Your Own Enemy” wins I’m very unlikely to do something onliney.

I just caught my housemate who made the pixel art for Rude Bear Resurrection playing the game again, and he told me, “I was just thinking about how good a game it is, and how it’d be awesome if we’d implemented all the features we wanted”.

I’m not promising anything, but.. I really want to do this right now. Here’s a list of features we wanted to implement:


The village would above Rude Bear’s grave, to the left of the tower. It would contain a bunch of NPCs who demand sidequests to be complete within the tower, which allow shortcuts and unlock things that help you advance.

Training Area

There was originally going to be a section on the left where you could practise walljumps and beat nonlethal obstacles. A large assault course, essentially. And at the very top, there was going to be a hermit who wanted you to collect hidden Wizard statues from crevices in the castle.

Winner’s Statue

The winner was going to get a statue in front of the tower dedicated to them.


After dying, you were going to leave your body and be able to fly around the tower.


We wanted an ingame IM system that ghosts could use to speak to people, we were going to make a graveyard where you could talk to other bears, and read the messages of the deceased before you entered the tower for tips.

Winner can deactivate switches

The winner would spawn at the end of the game and be able to work their way back, closing the shortcut switches, thus safeguarding their reign.


Winners would be able to transmute into enemies that Rude Bear could fight, possibly place traps.

Real Time Network Play

HOLY SHIT, RIGHT? Dunno if this is possible.

Tower Destruction

Through completing quests for the hermit, you would be able to get the ultimate Super Saiyan power that’d allow you to do something I won’t reveal here, but it would allow you to completely destroy the tower.

Randomly generated towers

There’d be randomly generated towers that are around until someone destroys it.

Daily Tower

One tower would be the Daily Tower that could only be completed once.

Expanded Narrative

Speaks for itself.

Dynamic Soundtrack

The music would be layered, and the different layers would activate/deactivate depending on the threat level.

Elaboration on the Rude Bear Timeline

The Rude Bear timeline is something that exists. It contains things like “The Hero is Successful timeline” and “The Hero is Unsuccessful timeline”, the Polite timeline, the dream timeline, the deranged timeline etc.

We know about it, but we never told it to anyone else. It’s time people learned just what Rude Bear’s deal is.

A proper GUI, tweaked physics, controller support, and tidied up world

Better water

More puzzle types, potentially moveable objects, powers, equips

SFX and more/better music.

More bosses, cameos from monsters from previous Rude Bear games etc.


That’s essentially it. If you think something is really a bad idea (or a really good idea I guess), it’d help to get some feedback.




First place in innovation for the jam! Thanks so much guys!

Posted by (twitter: @AlexRoseGames)
Tuesday, January 7th, 2014 5:18 am

At the beginning of this jam I said:

So what this really means is, the next Rude Bear game has to be even better.

And that scares me.


Rude Bear Resurrection Response

Thanks so much everyone!

All this means is.. the next Rude Bear game must be even greater.

Some fun stats:
1878 Rude Bears have fallen in the castle so far.
51 Rude Bears died on Christmas.
9 people have completed the castle.

This picture contains all the bears that died so far. Click it to see it in full:
Rude Bear Resurrection's Map

My personal favourite dead bear quotes:

  • “how emBEARassing”
  • “My only regret is dying”
  • “the other corpses totally suck”
  • “tell my wife I love her”
  • “there better be a hot princess”
  • “blarrrgggg I am BEAR”
  • “your mum died here”

Top Excuses:

  • “I blame the FBI”
  • “I wasnt meant 2 dye like dis lag caused i”
  • “it was on purpose”
  • “I died for your sins”

Best rage:

  • “get out of the fucking way bears”
  • “this is some supreme garbage”
  • “I hate this game and what it has done”

Top incites:

  • “that wasnt the healing beam”
  • “so thats where all the bodies came from”
  • “thefairyisstilltalking”
  • “So jumping off the cliff is suicide”
  • ” so much for teamwork”

Best trolling:

  • “careful going up spikes on the left” (the spikes are on the right)
  • “careful with the spikes on the left”
  • “spikes on the left”
  • “Spikes on the left”
  • “spikes on this side”
  • “cluttering up yo halls messing shit up”

Most repeated quote:

  • “LOL” (28)
  • “NO” (26)
  • “Oops” (24)
  • “Ouch” (22)
  • “k” (21)
  • “FUCK” (19)
  • “Oh” (11)
  • “ugh” (9)
  • “WHAT” (9)
  • “argh” (8)
  • “shit” (8)
  • “AH” (7)
  • “DAMN” (7)
  • “ok” (7)
  • “Whoops” (7)
  • “wtf” (7)
  • “platform” (6)
  • “Youre welcome” (5)
  • “ALMOST” (5)
  • “Oh no” (5)
  • “haha” (5)
  • “spikes” (5)
  • “yolo” (5)

Longest coherent quotes entered by multiple people:

  • “use me as a platform” (3)
  • “ITS A TRAP” (3)


  • “NOO” (6)
  • “NOOO” (6)
  • “NOOOO” (4)
  • “NOOOOO” (5)
  • “NOOOOOO” (4)
  • “NOOOOOOO” (2)
  • “NOOOOOOO0” (3)

Quotes starting with “Fuck”:

  • “fuck a duck”
  • “fuck bears”
  • “fuck da h8ers”
  • “Fuck dem stairs”
  • “Fuck everything”
  • “fuck it anyway”
  • “fuck me to death”
  • “Fuck my life”
  • “fuck skulls”
  • “fuck that”
  • “fuck the bears”
  • “Fuck this game”
  • “Fuck this shitty slippery control game”
  • “fuck walls”
  • “fuck you”
  • “fuck you alex rose”

And here’s the dead bear count over the first few days:
Rude Bear Resurrection Corpse GraphAnd here’s the music, incidentally (though I threw it together in 20 minutes while eating McDonalds on day 3, and it shows):


Anyway, I hope you enjoyed it. And for those who haven’t played yet, here’s the link! Cheers everyone!

My twitter.

Ant (pixel artist)’s twitter.

Postmortem: (LD48 | My Blog | Gamasutra | Indiegames)

Indiestatik, Indiehaven, and most importantly, SonnyBone‘s Rad Game Roundup.

Rude Bear Resurrection – Post Mortem

Posted by (twitter: @AlexRoseGames)
Wednesday, December 18th, 2013 3:02 pm

So, the jam’s over and my sleeping pattern is regular..ish.. again. This time, I made yet another entry into the Rude Bear saga – Rude Bear Resurrection.

As soon as I saw the theme, I immediately thought of One Chance and GlitchHiker. One chance being the game you only get to play once, and GlitchHiker the world that decayed as its players failed at it until it broke.

I was really taken with the idea of a game that everyone influences in that way, so I decided to make a difficult teamworking platformer in which there can only be one winner. Once that person beats the last boss, the game is over. For everyone.

As you progress through the castle, you activate switches. These switches activate for everyone in the world. They open up shortcuts that make the route easier. However, this can occasionally be a bad idea, as it benefits other people too. If you can do a section of the castle easily, there’s no point using the switch to help other people catch up with you.

Rude Bear Resurrection Switches

These switches light up and give an easier route. This makes it easy for players who’ve only just started to catch up with players who’ve been playing for a while, so everyone stands a chance. On top of this, corpses are left where you died, with a message. In this way, you can leave everyone else advice or amusing anecdotes to see in their game.

Rude Bear Resurrection Death

And then when other players mouse over your corpse they’ll see your comment:

Rude Bear Resurrection Lift

Your corpse can be useful, pushing down buttons for instance. You can use them as stepping stones to traverse acid pools, and use them as meatshields and bridges from spikes.

Rude Bear Resurrection Water

And piles of corpses can get in the way, so your annoying Navi-like fairy companion can burn them for you.


You’ll need this ability especially in very difficult areas, where you come across scenes like this:


First of all, the game needed some way of explaining the rules to you. This was achieved by adding a fairy companion.

Now, I’ve already seen some hilarious things – corpses instructing people “Watch out, spikes on the left”, when they’re actually on the right leading to a huge pile of corpses, obscene rants (and also incredibly polite ones, “thats some real hogwash”, and just generally witty death messages, “The other corpses all suck, just fyi”, “Tell my wife I love her”, “There better be a princess”.

It’s really funny seeing the varied responses to each situation. For instance:

One response to being killed by your “friendly” companion:


Versus another:


The game is absolutely hilarious just to watch and play and see. There are a bunch of features I couldn’t implement in time, but otherwise I’m really happy with how it turned out for once. Even added narrative and a triple endboss.

Things I learnt:

  • How to make giant spinning death lasers.
  • Using #regions to tidy up my code.
  • Good practises for showing the player how to play.
  • Kludgey methods for repeating textures in Unity2D, having lights that change colour etc.
  • A couple of things I didn’t know about how Rigidbody2Ds work regarding parenting and when you manipulate them through their transform instead of their velocity.
  • Tracking player progress is super addictive, and fun, and great for figuring out which parts of your game could do with tweaking.
  • Ingame messages are also a really fun, constructive, frustration free way of players giving feedback.

Things that could’ve realistically been improved within the timeframe:

  • Tighter physics.
  • Making it clearer which direction the switches should lead you to.
  • SFX + Music (I had very little time to spend on it).
  • Better polygon colliders on some of the spikes.
  • The ability to fly around as a ghost after your death within a certain range of your body.

Hopefully this successfully tops Rude Bear Radio, and I hope you really enjoy Rude Bear Resurrection if you play it (and if it still exists)!

Ludum Dare entry post: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=19499


Back Again. Dilated.

Posted by (twitter: @AlexRoseGames)
Sunday, December 8th, 2013 11:58 am

It is time. The moment the whole world has collectively been waiting for. The next installment in the timeless Rude Bear franchise.

This’ll be my fourth LD, and boy am I nervous! Every Ludum Dare I compete in the jam with my housemate @Panttts who makes the graphics, to make a game in the Rude Bear series.

It started with LD25 with Rude Bear:

Rude Bear

You can tell we went all out on the animation budget.

Then there was the one we don’t talk about:

Radfish paralyses you and then his babies feast on you.

It may have been a buggy mess but I still loved it like a terrible, disappointing child.

And finally there was Rude Bear Radio:

2D Animation of a Dancing Radio from Rude Bear Radio in Unity

Redefining the definition of “Easy Mode” for a generation.

Incredibly, RBR (As in, Rude Bear Radio, not that other one) made the front page of Gamasutra:

Right under Gabe. Including Russian Roulette.

As well as the IndieGames.com Freeware Pick, one of many of the Ludum Dare 27 highlights by IndieStatik.com and being picked on The AV Club’s Gameological society by the lovely Derrick Sanskrit, (“There are eight micro-games in all, ranging from awful to sort-of-cute-I-guess” quote unquote).

So what this really means is, the next Rude Bear game has to be even better.

And that scares me.

The ace up my sleeve this time, though, is going to be focusing on making a game that you can play for 1 minute without losing. I’m going to try really, really hard not to make it impossibly difficult this time around.

Plus proper hit detection, mutter mutter.

I’m going to be using Unity’s new 2D engine this time, bada bing. Should save me a bunch of time I spent dilly dallying last time with invisible colliders last time.

We wanted to do a vastly different game genre every time, but we’re running out of genres we both like. We won’t know what it’ll be until the theme comes out, but since I want to get some more practise in with Unity2D, it’s likely going to be some kind of platformer/run n gun/blah.

Also, I’m releasing my first commercial game in 2 days!

2D Animation of Rotation Station's title screen in Unity

This is the part where you bookmark this in your browser for Tuesday.

What this does mean is that there could be some kind of super horrifying glitch (.. though hopefully not) that I have to attend to at some point during the jam. I really, really, really hope this isn’t the case.

But anyway, yeah!

Bring it on. Rude Bear’s back.

Rude Bear Radio – Post Mortem

Posted by (twitter: @AlexRoseGames)
Tuesday, August 27th, 2013 8:35 pm

I didn’t post mid development this time, because I didn’t want to mess up like last time, when I left in a game ruining bug. I’m glad I did that, because I think it turned out great. I really decided to drop myself in the deep end this time.

Rude Bear Radio is a Wario Ware esque game, with 8 different games in it, which amount to 44 different levels of varying difficulty, and a bonus round.


You start off with this dancing radio. It broadcasts your score, the next level the objective. In the background it plays the backbeat that always runs. Also, you can see Practice Mode is here (which has a little nod to Mega Man 2 in it). That allows instant access to all levels in the game. I knew noone would get to those levels otherwise, because this game is hard. One problem I frequently have is that I spend so long playing my games, they stop being at all hard to me, so my view of easy mode is skewed. The first game I developed was Rudery Beards.

rudrey beards

Now, this was the first time I ever used Unity’s built in physics. Before I wrote everything myself. And I was /impressed/. I’ll definitely use it in future. It has less scope than the things I wrote, but was incredibly more accurate. Development of this just involved tweaking materials etc. . Likewise, I made the soundtrack for each game as I made them, exporting in 96, 144 and 192bpm for the three difficulties. Next up was Rude Bear Red.


If I had to make Rude Bear Red again, I’d make it more intuitive. Some things are obvious to Pokémon players. Asleep? Use an awakening. Got a useless magikarp type Pokémon? Switch out to a good one. However, the correct next move would be to make the enemy’s type extremely obvious (which I suppose would be rock, water, psychic in this case) and make attack types that would be super effective, instead of ones that you have to get from trial and error. I should point out that the “69”, “1337/9001” are self referential humour 😛 .

rudey island

Next was Rudey Island. I definitely put too many insults displayed at once here for 10 seconds. It was dumb. I spent far too much time writing the insults and responses too, but that was the core game mechanic, I suppose. On the up hand, it looks beaut. The “useless” response every time, by the way, is always a lyric from a grime or rap song. Some of them are just pretty famous and non sequiturial in the context. Some I just consider hilariously bad lyrics, so I had to put them in. There’s like 19 of these, 9 insults and 6 wizard insults (who is basically Carla the Swordmaster).

space inbearders

Next up was Space InBearders, and boy did I make a big mistake with this one at first. I left rigid body controllers on all of the objects, so as soon as I exported it it ran terribly. Had me puzzled for a short while, could it really be so demanding? Other than that, this is the first game where the characters had to follow the mouse, so I made a nice lerp. Unfortunately, it wasn’t obvious enough that this uses mouse controls and not keyboard controls. I should always get a random friend to test it first for this stuff. The controls are obvious to me, but not necessarily the audience. I ended up having to add a massive “USE THE MOUSE FOR MOST GAMES” warning under my game. Really enjoyed the song I chose to recreate for this one though.

Funnily, I only just realised I missed the back drumbeat out in Space Inbearders. OH WELL.

RudeCopter Game

Next was the worst game: The Rudeycopter Game. It can spawn impossible levels (just like the original!) and the animation is poor and it looks dull. Again, like the original. I just think the choice of game was bad, to me it besmirches this game, but whatev’s. At least I made the hit box really fair. Your jetpack won’t trigger it.

Bearo Wing

In the alloted time period, doing another space game was a good way to go. And what’s better than a sideways shooter? And what better shooter to parody than Zero Wing? All your bear are belong to us. This turned out to be one of my absolute favourites for gameplay, I just wish I had backgrounds to put on it. Again, a really fair hitbox (your thruster and wind don’t count), making it follow your mouse means uber smooth controls. I just set the bar too high here. I got really good and then decided that “I can beat this 10 second level in 5 seconds; therefore this is easy mode”. It’s quick to pick up though.


Next I made RRRRRR, where you go left to right instead of up to down. I really enjoyed putting in the one level “Doing things the hard way”, except “Doing things the easy way”, as walking over that box is insanely trivial if you’re controlled horizontally, if you know that reference. All I have to say is: I didn’t think my respect for Terry Cavanagh could increase, but it shot up. I found it really, really difficult to come up with compelling level ideas. I ended up scrapping 3 levels on each difficulty for 2 on easy and medium, and a super gravitron parody for hard mode (which you should totally play, because it’s addictive as hell). I’d never made a platformer before, so I had to work out how to get it to know you’re on the ground using normals etc. (luckily, I’d already figured it out already from doing Angry Birds, because Unity doesn’t natively detect squashing of objects, so I had to write that in myself).


Finally there was world 8-4. I really enjoy the quick flash thing here on the hardest difficulty. I can’t explain it, just go play it if you want to see 😛 . I was quite proud of how quickly and elegantly I wrote the bridge script here too with one GameObject, and also.. the jump physics were pretty hard to nail. You have to make sure you give enough initial velocity for a sensible jump if you tap it, but a good enough cosine magnitude and period such that it makes a sensible Mario style jump when you hold down space. I’m fairly happy with how it went, but I had a mishap with the wizard’s hitbox. Just don’t try running underneath him. (It’d be ridiculously hard to do that anyway).

Finally, there is the bonus round.


This is called Roulette. Click to get more credits. You get this every 10 levels. What could possibly go wrong? It starts in one chamber, if it goes off, you don’t keep anything you’ve won, and you lose a credit. You’ll need those credits to survive medium and hard mode though. How many times do you click? If at all!

So, in conclusion, the things I’d change:

  • Never assume the control scheme is obvious, explain better.
  • Give a way for people to skip cutscenes (or “waiting for the next screen after they die in a minigame”) even if it’s only optional.
  • Stop thinking your earlier stages are so easy, they’re not. Get a friend to test.
  • Assisted randomness is far better than randomness. Playing the same minigame in a row is tedious. I played 4 in a row after I released it, and I really regret using proper random functions. I should’ve disabled things you’ve already played, there’s so much in this game, why not showcase it?
  • The number of stages to increase the difficulty should’ve been lowered. I wanted to, but this’d mean you’d get far too many credits from Roulette, and for that to be intuitive, it had to have 6  chambers.
  • Do go for the extra challenge. Do make the 8 games instead of 1. Push yourself. I learnt so damn much this LD, and I’m really proud. I don’t care if it flops, it’ll always be my baby.
  • Oh, and learn what you need to do SQL/php leaderboards. Even if I didn’t display them, I could still gather valuable information about what makes people stop playing and get bored, and what’s too hard.

So, now off to play more of your games, you lovely bunch. And I really hope you enjoy RBR if you play it.


My twitter: @Vorpal_Games


I’m in (jammin’), third time!

Posted by (twitter: @AlexRoseGames)
Wednesday, August 21st, 2013 9:11 pm

It’s my third time now, can’t wait for another LD.

In LD25, I started with Rude Bear, a quirky little game with some lacking game mechanics. My housemate drew the drawings by hand, and scanned them in, and I made them into these little.. puppet things.


I was pretty happy getting 9th in humour and 72nd overall! It really needed some proper hit detection though, I didn’t get time to add it, and it lacked some big features I wanted. A nice start though.

Then in LD26, my housemate and I decided that in every LD, the main character of the game should always be Rude Bear (but that’s where the similarity would end between every game; each one would be a different genre etc, which we figure out as soon as the theme gets announced), and we’ll make up a convoluted timeline as we go along, Zelda style. The second game was Rude Bear Rising, the prequel to Rude Bear in one timeline.


A big problem with this was that.. I was using an extremely convoluted method to do 2d collisions in Unity3D. I essentially wrote my own 2d physics engine from scratch that casted rays everywhere and took the UVs of textures to do the physics, so we could load in textures of any shape and they would (theoretically) collide just right. Hit detection was a bit lacking though. It got a bit convoluted with the bubble bar, and short range combat was too pernickety.

I was really happy with the soundtrack and sfx though, and the idea itself was pretty cool. It started as a little exploring game, became a Mega Man esque game where you fight through 5 boss battles in any order you choose, rotating the world 90 degrees to get to them, and unlocking different abilities to use. It suffered from its bugs though, it was perhaps too ambitious to make such a large game, soundtrack and engine from scratch. I put in a solid 60 hours. I also tried to make it minimal with the untextured backgrounds, vector art, ambient soundtrack and pixel art, but playing other people’s entries, I soon realised that most people were just using geometry.

So, so far in the Rude Bear series, we’ve seen that initially, he was an underwater hero named Polite Bear. Upon being defeated by The Wizard (by losing in Rude Bear: Rising), he got transmorphed into Rude Bear, and came up to the surface of the water to wreak havoc in a park. This is “The Hero is Defeated” timeline. How the timeline continues entirely depends on the themes of the LDs. e.g. if “Future” won, I’d probably go for Rude Bear: Revengeance. If rotation won, Rude Bear: Revolution. One day if an RPG is suitable, I’d like to do Rude Bear Red and Rude Bear Blue.

If the theme doesn’t really lend itself to adding to the timeline though, I’ll just do “spin-offs”. e.g. if 10 seconds wins, I could go for a Majora’s Masky type thing, which could fit the timeline well, or I could go for a Wario Ware type experience, call it Rudio Bare etc.

Really, though, all I want to do is consistently make every game better and better. In a year or two, I want my LD entries to be so consistently good that people are like, “Oh hey, let’s check the new Rude Bear game”.

But, anyway, I’ve ranted far too much! The weapons at my disposal:

  • Unity3D, programmed in C#.
  • FL Studio, Cubase, Omnisphere, Massive, and mda.
  • Inkscape for vector art. My housemate normally does the majority of the graphics, but he may be unable to help me this time, in which case I may have to try my hand at 3D, or geometry style stuff, ’cause I won’t have the time to animate pixel art.
  • I gave up diet coke a month or two ago, but I’m totally picking it up again if I want to blast out another 60 hours like last time.

Happy jamming, and I really hope I make something that wows you all.

Rude Bear Rises – Post Mortem

Posted by (twitter: @AlexRoseGames)
Monday, April 29th, 2013 8:02 pm

So, here we go, my second LD.

I have to say.. I wish I could’ve got more done. I wanted extra forms on the boss battles, and cutscenes, and a menu, but.. you can’t get everything in. I worked 62 hours though.

I think I spent too more time discussing things with  my housemate, and too much time on giant bugs, but overall.. it went well.

Eventually I went for 6 intertwined worlds.

How the worlds slot into each other, with colliders.

How the worlds slot into each other, with colliders.

To enter each world, you go to it and hit E, and you’ll get to that zone:

The world rotating around you.

The world rotating around you.

Each place has a mega man esque entry place (and The Wizard logo) and then a boss fight.

Smashy - Hits the ground and brings stuff down.

Smashy – Hits the ground and brings stuff down.

And each boss gives a special unlock that aids you:

Skate glides up the walls and dashes at you.

Skate glides up the walls and dashes at you.


Radfish paralyses you and then his babies feast on you.

Radfish paralyses you and then his babies feast on you.

Cunning is just all around difficult.

Cunning is just all around difficult.


You can take the bosses in any order you want.

You can take the bosses in any order you want.

The wizard is pretty cool. He has 11 different attack types (including a potato!), summoning swarniles, orbs that chase you, orbs that split into flames and a circle of flames that segments you etc. etc.

Threw together 6 songs for it (and a whole bunch of sound effects), but I would’ve liked to have done more:

It just took so long to translate the vector art into the game, especially since Unity3D doesn’t have 2D physics for planes, I had to write my own physics engine for it. Either way, it was awesome.

But yeah, I wanted to do his second, third and fourth forms, but it would’ve taken me another day. There’s still some glitches etc. too.

But, anyway – here’s its page:


(Vastly inferior prequel largely having nothing at all to do with this game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19499).

So, in all, thanks a lot to my housemate for all the lovely pixel art, and.. I hope everyone out there enjoys it.


Rude Bear 2 – Development Update

Posted by (twitter: @AlexRoseGames)
Saturday, April 27th, 2013 8:53 pm

Okay so I did from the beginning to 10pm my time, and I’ve just had my 5 hours sleep (and a prolonged shower).

So, I’ll show you how development is, and then I’m getting straight back to it.

Here’s the world as conceptualised in vectors:

Conceptual World

Conceptual World

And here’s how it currently looks ingame (if I zoom out about a billion times):

World Ingame

World Ingame

My housemate who’s doing all the character art has given me some beautiful things to work with. Here’s Rude Bear in action. His swimming animation is hilarious to me, at least:

Rude Bear Swimming

Rude Bear Swimming

Here’s Rudey fighting a spitter:

The projectiles have beautiful underwater physics, might I add.

The projectiles have beautiful underwater physics, might I add.

On top of this we have:

Stalac Mights:

I personally want a name change. That's a stalactite!

I personally want a name change. That’s a stalactite!

The wizard (who you’ll face at the end):

Sleeve detached on this model

Sleeve detached on this model

And then there’s Swarniles. They’re essentia- HOLY %*$&

I asked him to make something truly horrifying

I asked him to make something truly horrifying

Yeah, and these things are just not going to back off until you’re dead.

He’s also made some awesome GUI stuff.

Right now, the plan is that when you enter these areas on interest the map, the whole world spins 90° and you have a boss battle, Mega Man style. All of them are optional; you can go straight to the last boss. It just wouldn’t necessarily be a very good idea, as you get equipment to help you from all the other bosses. You don’t replenish your health though on hard mode, so it may not be worth it.

There’s a game over screen now, but I think I’ll leave that for you to find. Also.. I plan to put a rather large easter egg for completing it on hard mode.


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