The button remapping option is a really nice touch, not something you see too often in jam games. And thanks for the gamepad support, it played really well on it. Nice job on the player controller too. The variable jump height, wall jump, and momentum system all felt good. The bunny had a lot of character just through the animations alone. Little details like the animation on the slide stop helped make the movement feel more alive. The compass time display was a clever idea too, especially for handling the no visible numbers limitation.
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Thanks for playing and for the kind words. The movement feel was definitely a focus, and I tend to prefer controllers myself for movement heavy games like platformers. Animation was also important for the movement feel, though I do wonder if many have seen the idle animation. Timed gameplay doesn't really encourage pausing for a breather.
The compass idea was because the day cycle reminded me of Majora's Mask, glad you liked it. Felt better than just using a draining bar.
And of course not today, Dio is a creature of the night