Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Hey mate, sorry for my slow reply. Things have been quite hectic, but I got around to playing your game. I recorded myself playing, but couldn't voiceover, so I took notes.

I really liked the game, and will definitely follow up at some point to try the further levels, as a tutorial-only gameplay doesn't do it justice. But alas, here are my notes:


Bunny Bunker Feedback:

Main menu

  1. Polished UI
  2. Nice settings UI

Tutorial:

  1. Clear instructions
  2. Love the "making new bunnies" particle fx
  3. BUG: When we get instructions, the speed shows 3x but it's been reset back to 1x
  4. Nice set of buildings to play with
  5. Pretty mature (well thought, not too crazy) economic system 
  6. Day-night cycle where day = farming sim, night = tower defense is quite fun and engaging
  7. Lovely theme music. Didn't make me exhausted from repetition
  8. Nice to be able to zoom

Points of attention:

  1. NavMeshAgents of the defenders act a bit weird when lumped together. Perhaps the fighters should patrol randomly around the map to avoid clumping up in the bunker.
  2. Although I saw them chatting with each other there, so IDK if there's a lore reason for them to just hang out in the middle of the map
  3. I had a snake break through my gate and destroy my shit before any of the bunnies did anything about it. Because of fog of war, it was invisible. I couldn't command them to move either, or I wasn't sure how. You can see that in the video. I selected the bunny, then clicked on the location of the enemy. Maybe this is a skill issue.
  4. Zoom and pan controls feel a bit loose, like there's a huge ease value on the cinemachine cameras. I personally prefer my camera movement a bit more snappy.
  5. Fix the communication on time controls: Value on the UI should reflect actual speed, and changes made to the time scale should come with a sound effect so users are more aware when this value has changed.
  6. Rocket says "launch me" even though it has no fuel

All in all, great little builder, cute visuals, cohesive design, well-thought mechanics, and some innovation with genre mixing thrown in.

Excellent game mate!

TESTING QUESTIONS:

Is it predictable?

Yes. To someone who is vaguely familiar with these kinds of games, I quite quickly understood how to interact with the game. However I jumped the gun and started building the rocket before I had fuel, but the tutorial quickly indicated that to me at the "right" time.

Maybe you could change how you emit the tutorial messages to make the fuel message appear when either of these happens first:

  • get to the point where the message usually shows up
  • build a rocket or anything else that requires fuel

Is it consistent?

Yes, I wasn't caught by surprise by any occurrances.

Does it give instant feedback?

For the most part yes, save for the time control issue I encountered. Perhaps also indicating that a building needs workers more clearly, which is already done by the top UI that lists your workers/builders, and how many are idle (which was 0, predictably); the point is, my building was missing workers because I didn't "make" enough bunnies, but I took a while to realize it, after already assigning workers to it and thinking it would do the trick.

Easy but deep?

Yes, absolutely. When I have more time, I wanna continue playing it to see how far the rabbit hole goes :)

Player automony

Yes, I felt free to build how I wanted, even if the order of buildings was not quite right.

(+1)

This was WAY more than I expected. Thank you so much, it was really insightful. I have a bunch of my own notes from watching the video (Which I did before reading your notes, to avoid bias) And then comparing them to your notes is super helpful. 
The whole thing worked out perfectly.. there is some high level things that I see missing, especially with feedback and timing. There are things that I as a designer would have liked you to understand earlier (and without trail and error). In your notes though, you describe these as natural and not a problem, so I have to find out if this is a trend.. or if I have to do something about it. 

I think overall, the nights seems to be confusing to most and the monster/bunny behaviour is not logical, and need some re-thinking. 

There were many small things that gave me ideas, and showed me weakspots in my design
As an example, the way that you placed the walls, indicates that you are not aware of where the monsters will be arriving from, or how the night is going to pan out. So, I am definately going to work more on that. 

Thank you so much for doing this, and taking your time.. this was amzaingly helpful.

(+1)

First off, I'm happy to hear the feedback was of some use. I do want to point out that 

> the way that you placed the walls, indicates that you are not aware of where the monsters will be arriving from, or how the night is going to pan out

is not a problem in my view. I like the uncertainty, and having to make a decision without clear indications, to then have to adapt it once you get your first incursion of snakes. But then again, I made a game where you have no idea where or when enemies will attack you, so take my perspective with a grain of salt 😆