
Rock, Ken, Bo is a 2D fighting game based on Rock, Paper, Scissors. Quickly switch between rock, paper, or scissors to attack your opponent accordingly. Rock, Ken, Bo features 6 gameplay modes to challenge you and your friends with as well as a single player story with multiple endings.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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This is basically a very bare bones version of divekick, but it was interesting and funny enough. I really only recommend this with the caveat that you are okay with throwing away $4.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
A fun little game that puts an interesting spin on a classic. Check out my full Indie Impression: https://youtu.be/XinLNOPpqa8
( ͡~ ͜ʖ ͡°) ( ͡~ ͜ʖ ͡°) ( ͡~ ͜ʖ ͡°)
💋
a great way to spend 5 minutes
그냥 친구랑 가위바위보 하는게 재미있습니다. 친구 없으시면 구매하세요 멀티는 롤컬멀티 밖에 없으니, 싱글모드에서 컴퓨터랑 같이 하시면 됩니다
Rock, Ken, Bo, developed and published by Xelphyre Games, is a minimalist fighting game that boldly reduces competitive combat to one of the most universally understood rule sets in the world: rock-paper-scissors. Rather than building depth through complex combos, frame data, or layered mechanics, it embraces simplicity as both its identity and its primary design philosophy. The result is a lightweight, fast-paced arcade experience that transforms a childhood hand game into a reactive 2D duel. At its core, the gameplay revolves entirely around switching between three combat states—rock, paper, and scissors—in real time. Each state counters one and is defeated by another, preserving the familiar triangular logic. Players must rapidly read their opponent’s stance and respond with the appropriate counter before being struck. While this sounds almost absurdly simple on paper, the intensity arises from timing and psychological anticipation. Because both players can switch freely and instantly, matches become battles of prediction rather than mechanical execution. The tension of guessing correctly, especially in quick succession, generates moments of surprising excitement. What makes Rock, Ken, Bo interesting is how it reframes a luck-based hand game into a test of reflex and pattern recognition. Although the traditional rock-paper-scissors format often feels random, here the real-time implementation allows for mind games. Players begin to recognize tendencies in their opponent—perhaps someone favors rock under pressure, or frequently cycles in a predictable rhythm. Identifying and exploiting these habits becomes the true strategic layer. In this sense, the game feels closer to a reaction-based duel than a conventional fighter. The title offers multiple modes to extend its lifespan beyond isolated matches. A single-player campaign presents a light narrative structure with branching outcomes, while local multiplayer enables head-to-head competition. It is within local sessions that the game’s social appeal shines most brightly. Because the rules are instantly understandable to virtually anyone, friends can jump in with no learning curve. The accessibility lowers barriers to entry, making it ideal for casual gatherings or party environments. Visually, the game adopts a crisp and clean 2D aesthetic. Characters are cartoonish and stylized, reinforcing the playful tone. Animations are intentionally straightforward, prioritizing clarity over spectacle so players can instantly recognize which stance their opponent has selected. Backgrounds remain simple to avoid distracting from the central mechanic. The visual direction aligns with the minimalist philosophy—nothing extraneous interferes with the core decision-making process. Sound design complements the arcade feel with punchy effects that emphasize successful counters and defeats. Audio cues serve a functional role, reinforcing quick reactions during heated exchanges. The soundtrack itself remains modest and unobtrusive, supporting the action without overshadowing it. While not particularly elaborate, the presentation is cohesive and effective for the scale of the project. However, the same simplicity that defines Rock, Ken, Bo is also its primary limitation. Without additional layers such as varied move sets, character-specific abilities, or environmental modifiers, the experience can feel repetitive over longer play sessions. The absence of online multiplayer further narrows its competitive reach, confining its strongest appeal to local play. Those seeking depth comparable to traditional fighting games may find its mechanics too narrow to sustain prolonged engagement. Ultimately, Rock, Ken, Bo stands as a creative experiment in stripping the fighting genre to its bare essentials. It demonstrates how even the most elementary decision-making system can produce tension and entertainment when implemented thoughtfully. While it may not offer the longevity or complexity of mainstream fighters, its novelty and accessibility give it a unique charm. For players interested in unconventional indie concepts or social party-style competition, it provides a concise and engaging twist on a universally recognized game of chance turned into skillful confrontation. Rating: 5/10
peak game, endurance is definately my favourite game mode, my only complaints is the white flash in every interaction during endurance and the fact that you can see whether they chose rock,paper or scissors above the healthbar in blind mode so please fix that but besides that its pretty damn good for 2 dollars
Even the menu and controls are broken.
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