A downloadable game for Windows and macOS

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Old Fashioned Rinky Dink is a local multiplayer platformer inspired by the likes of Jump 'n Bump and Super Mario War.  

It's a super simple to play; all you have to do is jump on other players heads to score points. This is an in-development build so please do leave a comment below if you spot any bugs or have feedback to give.

2 to 8 players can play and all major controllers are supported, and all artwork is from the excellent Kenney Assets.

The game works best with controllers but if you want you can play like it's 1999 and all get cosy around one keyboard -

  • Player 1 - WAD
  • Player 2 - TFH
  • Player 3 - IJL
  • Player 4 - Arrow Keys
  • Player 5 to 8 - Use Controllers!

Please leave any feedback you have below in the comments. Or contact directly on twitter. 

StatusReleased
PlatformsWindows, macOS
Release date Jun 12, 2017
AuthorJack Marshall
GenrePlatformer
Tags2D, Colorful, Controller, Cute, jumping, Local multiplayer, Multiplayer, one-hit-kill
Average sessionA few seconds
LanguagesEnglish
InputsKeyboard, Xbox controller, Gamepad (any), Joystick
AccessibilityTextless
MultiplayerLocal multiplayer
Player count2 - 8
LinksTwitter/X

Download

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Click download now to get access to the following files:

OldFashionedRinkyDink_1.0.11_Mac.app.zip 91 MB
OldFashionedRinkyDink_1.0.11_Win_x86.zip 79 MB
OldFashionedRinkyDink_1.0.11_Win_x86_64.zip 82 MB

Development log

Comments

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Do these characters have names? I'm having a difficult time deciding how to describe them, other than "Player 1", "Player2"...

Hi Jack,

Could I pay you to add a few more stages to this game? I'd like there to be a few stages that don't have any pools of water, but also don't totally have the characters looking pitch-black.

Thanks

(1 edit)

Hi Phil. Fancied a break from my other project I am working on, so whipped up some new levels for this. Fun jumping back into an old project!

I haven't fully QA'd these new levels so if you spot any bugs let me know. Thanks, Jack

Hey there, I downloaded the latest version. These news stages are pretty good. I noticed that on the new ones, the characters look smaller (or further away). Can you make them as big as they are in the first 3 stages?

(1 edit)

Done!

Zoomed in Hills 50%, Falls 20%, and left Alien as is (as I want to keep one new large level for 6+ players)

(2 edits)

What about making all the levels as equally zoomed out as the Alien one?

Here's another major thing : could you add some extra code that remembers the last level you were on? That way, when I leave a stage, I'm not automatically returned to the first one?

Of course, we could imagine an even more sophisticated system, where the stages have their own menu screen, which would appear every time after at least two characters have "left the screen rightward." I'm not passionately asking for it, but, I do like that idea as well. At minimum, some sort of stage memory script.
These are things I would like to fund!

> What about making all the levels as equally zoomed out as the Alien one?

You mean make all the levels, including the original three levels, to the same zoom level? That would take a lot of work. Changing the 'zoom' involves changing a lot of the structure and objects in the level to ensure they now all fit in the cameras field of view. I'd rather just spend the time making new levels :-D

I'll look into ensuring the game mode and level setting is retained when returning to the title screen.

(1 edit)

Could there be a future version that allows you to disable the controller auto-detect code? I don't like plugging in controllers and having a layout imposed on me.

(1 edit)

🤔I'll have a look into it. And just to be clear, what you are after is that you want to still use the keyboard with a controller plugged in? 

Well, the issue isn't that I can't use a keyboard while a controller is plugged in. The issue is that, with a controller plugged in (and more specifically, an Xbox 360 controller) an entire layout immediately gets imposed on the controller. I take it that this is part of the XInput API, and I can understand why some people would want this. I personally would like to be able to use a 360 controller while simultaneously in a keyboard-only mode. If there's a way to do that, I don't know it yet.

(2 edits)

Sorry Phil but I'm still a little bit confused :-) Do you mind walking me through stage by stage what you would like as a player to be able to do. You've booted the game with only a keyboard connected. You then plug in a x360 controller. The x360 controller becomes the 'active' control method for you as the player. Are you saying you'd like to be able to control the character using both the keyboard and the x360 at the same time? So pushing jump on the controller OR pushing jump on the keyboard will both have the same result? 

(2 edits)

See if this helps - when I plug a 360 controller in, the game will automatically detect the controller. Having the ability to recognize a controller is not a problem in itself. But, if there were a "keyboard-only mode," the game would not recognize a 360 controller once it's plugged in. However, even in this "keyboard-only mode" there would still be a way to use the 360 controller, because I could use a mapping program (like JoyToKey) to convert 360 controller buttons to keyboard commands.

I know some people love the fact that games can automatically map an entire 360 layout, but for me, there's a major loss of choice involved. In my case, other USB-based controllers (like an N64 or Logitech) are actually more attractive for use with this game, because the game won't recognize them as controllers, and because it won't, it also won't force a controller layout.