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A jam submission

R.O.R - RAID ON RABBITView game page

Hateful British Platform Game
Submitted by digikerot — 2 hours, 43 minutes before the deadline
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R.O.R - RAID ON RABBIT's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#53.5003.500
Overall#93.2713.271
Creativity#103.4383.438
Use of Console#122.8752.875

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Pre-made assets (Optional)
Reused a bunch of menu code and assets from one of my previous games (Negative Reinforcement).

One of the monsters sprites is from one of my unreleased projects, and the player sprite is a heavily modified version of a sprite from another unreleased project.

Explanation (Optional)
It's a pretty tenuous idea that came from me wanting to do something which mashed up the idea that the Moon is made of cheese, and the idea that Rabbits live on the Moon.

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Comments

Submitted

Cool animations on launch, and in the level choosing screen. Yay collecting cheese! And I like the way the retry / next / to menu choice uses the D pad, and the graphic... satisfying to use.

Developer

Thanks!

Submitted

a really charming idea, super fun and incredibly polished! like some others i am definitely not used to this type of platformer yet hahah, but the controls feel great and i'm excited to practice and progress through even farther. this feels incredibly feature packed, especially considering the weekend time limit — having multiple named save slots is a super nice bonus!

Developer

Thanks!

The whole save slot thing was a bit of a freebie that came along with me reusing some menu code to be honest, but I feel like for a device like the Playdate where I can't imagine many people (well, outside of people developing stuff who might want to check RevA/RevB performance) having access to multiple devices, then it's worth doing for this kind of level-based game with progress tracking.

Submitted

Amazing work on this, as a platforming fan I think this is my favourite game of the jam! It's my first time playing this specific type of platformer, and I'm glad you introduced me to it :) Definitely takes getting used to but I'm really enjoying the challenge - I'm on level 31 so far (good job with the level design btw, and thanks for including so many levels!)

Developer

Thanks! Really appreciate the kind words.

Submitted

A pretty fun platformer.  I'm not a huge fan of having zero air control, but I realize that's a personal preference.  It did make the game feel pretty rigid though, and climbing up one-block cliffs was a bit annoying since you stop if you so much as brush your toe against the side of the block. I did encounter a few weird things with movement- most noticeably that hitting your head cancelled all your horizontal momentum, but the game controlled well enough that these are more just minor gripes with the physics. 

My only other gripe was with the post level menu, and I think I said the same thing about it in Negative Reinforcement- It's a bit unintuitive, and I often found myself restarting a difficult level by mistake instead of moving on, since I had been conditioned to press up when seeing that menu.  To be honest, in both games, I have never wanted to restart and play the level again, especially as there's no flag to let me move on without beating the level again. 

Despite it all, I still enjoyed my time with this game- the art is fantastic as always, the music is good, and the premise is fun.  A well rounded jam entry for sure!

Developer

Appreciate the feedback!

Absolutely agree that the post-level menu probably needs a rethink at this point - I've been using versions of the same menu since Queen of (Mine)Carts, where it made a bit more sense since the game had separate clear and full-clear states that made replaying a stage something you'd actually do. Not really so relevant here though (well, aside from when a poor developer is repeatedly replaying a stage to check for issues...) - I'll have a think about it and adjust before putting out any final version.

The hitting your head thing... was actually entirely deliberate (as in, I had to write in an explicit exception in the code to force that to happen) - it's pretty standard behaviour in the particular genre of ZX Spectrum platformer I'm mimicking here, as entirely an acquired taste as that is. That said, I'm open to revisiting that later assuming I don't end up designing any stages that rely on that specifically being part of the control behaviour - it caused me plenty of headaches as well to be honest, as I had to keep readjusting stage layouts to accommodate needing the extra headroom.

really great UI and cutscenes/transitions. As others have said, super polished! The gameplay is held back by the choice to lock inputs when airborne. I understand this was intentional, but it’s at odds with the otherwise modern and inviting atmosphere

Enjoyable, nonetheless!

Developer

Thanks for the feedback!

Yeah, kind of figured the jumping controls would be something that wouldn't appeal to a lot of folks. Extremely useful to have that kind of extremely specific behaviour if you are, say, trying to design levels for a platformer you are trying to make in a weekend though!

Submitted

I really liked the style and couldn't believe each level even got its own theme, incredibly polished for a jam!

Developer

Thanks!

Submitted

Greatly appreciate the 8-bit music :)

Developer

Thanks!

Submitted

Tight controls and amazing art! Very nice game with some tough levels like DRD said

Developer

Thanks!

Submitted

Really enjoyed this one! Didn't get super far as the levels are BRUTAL! but I'll probably return to it periodically to keep playing. Awesome Launch animation btw!

Developer

Thanks! (And also sorry lol)

I do kind of wonder how much effort it's worth putting into launch animations these days since I just assume most people probably use List view these days.