Recess Rumble

Recess Rumble is an online multiplayer game by AM Studios for Solflare. The game is a virtualization of classic recess games taking place on exaggerated playgrounds.
Modes
Modes 	
Lunch 	
The cafeteria is the game's main menu and hub, where players can socialize when not competing during recess. And socialization primarily entails rumor-spreading. NPCs spread gossip about the game mechanics over a wide gamut of veracity when spoken to. Many will also offer to trade milk caps that augment their holder's skills, as may other players' characters.
Tag 	A free-for-all mode. A random player is designated "it" at the start of the game, and they have to tag another player as whoever is "it" loses when time is up. Other players score according to how long they were "it" over the course of the game, if at all. Tag-backs are allowed, but the previous "it" has a couple of seconds of immunity with which to flee.
Hide & Seek 	An asymmetric one-vs.-others mode. Team players have time to consider and reach hiding spots, while the single player designated as the seeker is able to explore a recon copy of the stage. After that, the seeker is dropped into the real stage and must tag all team players to win. The team's goal is to avoid capture, running away or distracting the seeker if necessary.
Capturethe Flag	A team-based mode. Each team's goal is to carry the flag into the enemy team's base. If an opponent has the flag, players may attempt to steal it or otherwise obstruct their advance. Many stages take on a symmetrical form in this and other two-team modes.
 	
Stages
Stages 	
Unlike real playgrounds, many of the stages are based around a single element, and can be of unrealistically large size and height. Stage layouts may change across modes for game balancing.	Unlike real playgrounds, many of the stages are based around a single element, and can be of unrealistically large size and height. Stage layouts may change across modes for game balancing.
Riverside Park 	A moderate-sized stage with a two-level plastic play structure and multiple paths around it. The stage includes various ladders and uncovered slides, both of which you can technically climb up, alongside a few other elements. The main landmarks are the wide bridges across the structure's center, passing over a faux river printed onto the rubber padding below. However, as with the ground of all stages, touching this padding will force a respawn and potentially incur other penalties.
Pinwheel Elementary 	Spinners such as carousels are the focus of this stage, with a relative lack of other ground forcing players to make jumps between rotating platforms. Some spin automatically at fixed speeds; others, such as the large ring at the center of the playground, accelerate backwards when walked across. Teamwork such as synchronized running can make it difficult for opponents to pass through such areas.
Rope Net Field 	This stage mainly involves climbing across vertical nets to avoid falling to the grass below. There are holes in some of the nets which allow them to be crawled through to the opposite side.
Seesaw Clearing 	This playground is set near a neighborhood forest trail, and has a rustic visual theme. The main obstacles are log-like walkways that tilt roughly 15 degrees either way under the weight of those standing on them. A few are connected, making it possible to knock others off-balance remotely.
Tubeline Underground 	This stage is mainly a matrix of tubes, with the lowest embedded within the ground. High areas include closed-top slides that stop near critical areas. Crawling through the tube system is great for stealth movement, but players can run atop the tubes for better visibility both ways.
Firepole Station 	This tall, rectangular stage is themed around sliding poles that can provide an escape down to a lower level. Some poles span through more than one floor, and players using them will have to be careful to avoid friction burns during the long drops.
Castaway Isle 	The mainland of this playground, supported by repurposed, sanded-down driftwood, is abnormally cramped and mostly consists of a few wide, shallow staircases. Players will have to spend most of their time navigating treacherous paths of elevated spring-loaded stepping stones. Some of them are suspended from overhead bars, making the platforms sway slightly but providing ropes to grab onto. Raised ground is rare out there, mostly found at forks in the stones; one misstep into the barkdust can spell defeat.
Plantain Jungle 	This rainforest-themed stage has two floors, with monkey bars placed between them. From the bottom floor, it's necessary to swing between the bars to navigate around. After taking a ladder up to the top, players will instead need to crawl horizontally across these same monkey bars.
Soleil Big Top 	Tightropes bridge the towers of this stage's carnival-themed play structure. Though netting will break one's fall, especially where nets bound the sides of the ropes, it's best to take these tightrope walks slow whenever possible. And certainly no one would dare to shake the ropes, throwing off others' balance?
Wavebreak Waterpark 	This stage is built over a wave pool. The main area is a medium stairwell leading to two high-speed waterslides that launch into the pool, complete with built-in sprinklers on the way up. The water is fine so long as players don't touch the bottom or attempt to climb out; they can, however, swim over to small free-floating islands that can be tilted slowly around the pool.
Trampo-Awesome 	A sprawling indoor trampoline park that has players bouncing off of the floors, slopes, and steeply angled walls. Landing too roughly on a safety mat might cause a brief stun, so aim all bounces well. Also, employees are advised not to tell kids about the perilous under-trampoline access achieved by sinking all the way through the foam block pits.
Bubbleview Playground 	Looking through the bubble windows of this high-tech brushed metal playground is almost like peering into a world of one's own imagination. So obviously, diving into these panels will transport players into an alternate dimension with a dark purple sky and inverted gravity. It would be prudent to memorize both parallel stages' layouts and the passages between them, or else someone could end up not seeing double in spite of a bubble.
The Polydome 	A behemoth geodesic dome climber with the occasional horizontal platform jutting out from the lattice. It can be a long climb around, with nowhere to stand at the top. There are a few upside-down net passages through the interior of the dome. The mesh of metal and rope tends to occlude anyone on the opposite side.
Loco Express 	There's no stopping this crazy train, but only because it's already station-ary. Players are railroaded down a sequence of railcars, each with their own element used inside. However, there are a couple of opportunities for observant players to make their way onto the ceiling of the stage, sparking a classic traintop battle. There's also a handcar by the side of the main play structure that can be jumped to and from, but it automatically moves backwards when not interacted with.
Tetherball Towers 	Tetherballs aren't just good for serving others with. This wood-and-metal stage has a few poles that players can ride giant tetherballs around, sometimes being able to change their destination by leaning. These tetherballs stick to their boarding platforms when not in use, so navigation options will change depending on how they have already been used.
 	
Trivia
Trivia	
Game modes based on the digital Kompan Icon playgrounds were considered early on in planning. The idea was primarily scrapped for feeling discordant with the game's tone and Icon's mission statements. In addition, each stage would need special button objects exclusive to these modes, which would have made the modes feel too gimmick-reliant.	
Game modes based on the digital Kompan Icon playgrounds were considered early on in planning. The idea was primarily scrapped for feeling discordant with the game's tone and Icon's mission statements. In addition, each stage would need special button objects exclusive to these modes, which would have made the modes feel too gimmick-reliant.
Category:Games
Category:Original Games
Category:AgentMuffin
Category:AM Studios
Category:Solflare
Category:Solflare Games
Category:Multiplayer Games
Category:Online Games