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its a bit rough but I did enjoy it. I like the idea. other than slight issues with game mechanics my biggest critic is that it felt really short. I like the over all concept and the execution is so close.  I especially like the audio cues from the bunny.

2 main recommendations 1 bug

  • I think the turn speed is a bit slow. I found myself fighting more with the turn speed than anything else and if feels needlessly slow.
  • the movement felt a bit clunky but I like the idea of having it on what I think is a grid. (not sure what the behind the scenes is for that.) maybe controlling movement with the arrow key or equivalent would be better  or if you want to stick with mouse have the player be able to hold down right click while to update the destination while they are moving.
  • bug but I could only catch the bunny if I walked in to it. if I lunge at it, it doesn’t activate the win state.

over all its got potential and is halfway there might keep an eye on this in case you update it after the game jam.

not important but i think some visual interest to the environment would help too. (e.g.  furniture,  clutter, carpets, etc.) and an accessibility feature that could help hard of hearing players is a visual cues for the bunny audio maybe something that lights up on the edge of the screen that indicates the direction of the bunny relative to the player every time the audio que would play or some kind of visual that doesn’t give directional cues but indicates how close you are to the bunny in some hot or cold equivalent way.

average score 3/5

(+1)

Thank you so much for taking the time to play and give feedback! I can agree with everything you say.

  • the idea with mouse click as movement is to make it harder to find the bunny, the way it was implemented is poor, I know and faster turning would have made it fine, but being able to move with arrow keys would make the turning ability almost useless.
  • I am aware of the bug, but couldn't fix it in time.
  • It was planned to have different furniture as hiding spots, but time ran out so had to use one sprite for all hiding spots
  • I find the idea of the visual cue interesting, I did think that there could be a radar-like ability where for a brief moment you can see the loaction of the bunny, perhaps this would be an equivalent of what you described?