
A masterclass in action design, Rabi-Ribi delivers an unforgettable experience from start to finish.
91
Verdict
95%
Steam
85
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Overwhelmingly Positive on Steam (95% positive from 12K reviews)
Critically acclaimed (85/100 critic average)
Outstanding soundtrack
Standout indie gem
Steep difficulty curve may not appeal to casual players
Rabi-Ribi is a 2016 side-scrolling video game developed and published by CreSpirit. The game was initially crowdfunded, and despite only reaching half of its funding goal, it released for Windows in January 2016, and was ported to the PlayStation 4 and PS Vita in 2017. The game later received a port to Nintendo Switch in 2019.

Runs well on modern hardware.
Last updated 7d ago
Dont judge a book by its cover, even though the cover is of a girl of questionably age scantily clothed in a bunny suit, this a legit great metroidvania with great gameplay, hard but fair bosses, a huge map, spectacular exploration (like on par with hollow knight), the only " cons" are the story which is at most serviceable (which btw you can completely skip on speedrun mode) and of course, the artysle, which with some mods can be changed as well leaving you with a truly well crafted metroidvania
Mature Content Description The developers describe the content like this: This game contains some revealing outfits. "some"
Rabi-Ribi is sold as both metroidvania and bullet hell. The story is about a rabbit turned human and her quest to find her owners lost sister. To do so you run around in the wilderness and find people to fight and invite back to the town so you can use a magical mcguffin to make repeated journeys to a strange dimension in an effort to save the sister. On the metroidvania side of things Rabi-Ribi has lots of little things to find that give you a nice little dopamine boost but in the end do very little to enhance the actual gameplay. A small percentile increase to your pitiful damage. Or how about a 1.5% increase to your stamina that is completely empty after one combo anyways? While actually exciting upgrades like slide or double jump are hard locked behind story progress. Trying to enter those areas leads to your character and company literally saying 'I don't feel like going there'. At least until you progressed far enough into the story and one of the people you beat up tells you about someone else to beat up in that formerly inaccessible part. Combat against regular enemies was kind of boring most of the time and frustrating the rest. Most enemies were no real threat as they deal little damage and die in just a couple of hits. Some others like to spam randomly moving shapes all over the screen which just made map traversal annoying. Enemy variety is also rather low. Most of the enemies are (fake) bunny girls, and a lot of palette swapped fish, fairies, mushrooms and the like. On the bullet hell side of things there is the boss combat. Initially fun with different bosses of course having slightly different movesets and their own personality in some of their attack patterns and choice of offensive weaponry. But these will start feel samey the longer the game goes on. Boss health and their damage dealt scales with either story progress + collected items or just story progress depending on your choice. And while the game tells us that items will always benefit the player more than the bosses, that doesn't stop it from giving bosses health in the thousands while you're well away from breaking triple digit damage. Due to cheap recovery items and a certain magic attack I was rarely in danger of dying but at a point these fights just start to overstay their welcome because of how long they take. Also this might just be an issue for me but I don't like that there is no indicator of Erinas hitbox. Especially since later fights turn into a mess of overlapping effects and stuff just happening on your screen I give Rabi-Ribi a thumbs down. Maybe I expected the wrong things from these tags. But for me it just falls flat in the exploration with items being locked because the characters refusing to go where I want. And while the boss fights were a welcome break from the exploration part of the game, they just got more and more tedious as time went on.
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