Thanks you! :D
AVVR
Creator of
Recent community posts
Amazing game. Truly strange environment. It was a fun playthrough. The progression was very linear, It would be cool if you had to go backwards in order to proceed forwards more. I also got confused for a bit on how to go back since I needed to use the same door I came from to get back to the goats. Overall very good.
I see. My original thought behind it was that you would have to strategize your path, and I could use the fact that I know the path in advance to control the bunny's AI, although now thinking about it, the movement would have to be turn based or have a cooldown, since you can just spam it removing the strategical aspect, making it impossible for the bunny to predict, and it feeling just like movement but hard to control. It would have been smarter to not implement this, since it would have saved time. You are right though.
Really impressive game. It was confusing at first, but after a few attempts I started to get it. It's not clear what the different currencies represent, which wouldn't really affect gameplay, but when I finally realized what they represent, it helped for understanding the game better. This could be corrected with adding text or more indicative art (I first thought the wood was bacon XD ) but the art is great though. I didn't realize I was losing because I didn't reach my objective. When I almost figured out why I lost, I was unsure whether or not I needed the amount for all currencies or just one, or total. Since it's total, it would be useful for there to be a display for a counter for how many you currently have, since it was tedious counting all my points together and comparing it with the required points. I liked the strategy aspect and the unique gameplay. Overall very polished game.
Thanks for taking the time to play. The way the game was implemented does make the map feel directionless. It's supposed to be like a room where you have to go around finding the bunny, but didn't have time to do a good bunny AI, so it feels directionless. The movement also does need reworking, I agree.
Very impressive for a first project. I find having to hold down a button tedious for making the shroom grow, I would rather press a key on the keyboard to hold down if it had to be that, and I was able to but it only let me after clicking the button first. In my opinion it would be better if it was just automatic. Or clicking is also better because it makes it possible to progress faster if you click faster, making it more dynamic. I didn't finish the game, but from what I could see it seemed like the progression wasn't balanced and it didn't look reasonable to get to the next upgrade. I think progression should feel exponential but so should the upgrade cost, to make it feel like you are progressing. The visuals are nice too. Good job!
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?
Amazing visuals. The contols are presented clearly at the beginning but I was still a bit confused what to do with the arm throwing ability at first. It wasn't obvious for me to throw the arm past the fence. And I was even more confused about how to clear the enemy. A simple visual indicator would go a long way. Overall nice game.


