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Excellent work all around. The art matches the tone well, the music is nice, the cutscenes are funny. Taking the theme and turning it into a platformer where a rabbit loses his lucky feet is probably the most creative use of the theme I've seen so far.

The bouncing controls took a little getting used to, and I wouldn't say it ever quite felt 100% natural. By the end, my hand was hurting a bit. On the boss fight, I was noticing that you kind of have to stop bouncing completely in order to turn around. I'm not sure if that was intentional for the bouncing mechanic, or some GB Studio quirk, but it did cause me some frustration. I don't think I'd classify that as a good or bad thing, it probably just depends on what you're going for. On the note of the boss fight, I do wish I didn't have to replay the cutscene over and over to retry it.

The level design was a particular highlight to me. The layouts felt very intentional, and the challenges flowed well into one another. There are a few spots where you're crammed at the edge of the screen with like 2 units of floor, and considering the platforming mechanic involves covering the distance for a bounce, I think these spots would have benefitted from a little more floor space.

These issues are comparably minor, as the game as a whole was super impressive. Awesome stuff.

(+1)

We're glad you enjoyed our games setup.


KDog, the programmer here, I have to admit the boss was a little rushed it wasn't perfectly made for the player's moveset. The bouncing mechanic was suppose to lock your direction until you start another bounce, but as said before the boss fight didn't really harmonize with that mechanic. I'm glad to hear you liked the level design, it was hard to compress the level into Gameboy screen sized areas so yeah the floor space was a little small.


We're thankful for the feedback.