This was neat! Ran into a bit of a critical error that caused a hard crash, but I liked the movement and variety in weapons. The wall clipping is something that I'm not sure is a bug, if it is I'd honestly consider adding it as an official mechanic since it feels pretty cool to be able to out-maneuver enemies by slipping though the environment.
LeslieLlama
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I got to 85! Feels great to jump and I love the art style you've gone with, the rabbit sprite in particular is adorable. I was thinking about how handy a jump power indicator would be, but after 10 or so runs I got a decent feel for the timing so it's not super necessary. Great work with this entry!
I thought this was a really neat entry! The enemies all having their own defined movement behavior kind of reminded me a bit of different chess pieces and some gauntlets feel quite strategic. The map is HUGE and honestly feels quite daunting when you've got a single life, and I found a lot of the screens super difficult. Very cool entry overall!
I really like the concept of a crowd based stealth game! having to manage oodles of rabbits behind sightlines is great, I kind of wish it was a little more consistent or even just the rabbits moved faster so it didn't feel as impossible to get those 3 heart ratings on certain levels. Good use of the theme and limitation!
Really neat entry, I enjoyed the kind of "speed sokoban" vibe where you're having to make box pushing decisions as fast as possible, makes it feel both exciting and smart. I DO feel like the cutscene to gameplay ratio is a bit off, theres a lot of waiting and viewing the same footage. Cohesive artstyle, nice work with this entry!
Very cool stealth/survival entry! Definitely delivered on the theme and limitation. I liked how strategic you can be by leaving food until you need it the most, rewards you for having map awareness and memory. Also felt somewhat realistic to how rabbits spend their nights. Great job to the whole team!
This was really neat! my only issue was the control layout, having jump on space/x feels a lot more natural to me than up/w, I ended up using my left hand for horizontal movement and my right hand on the up key for jumping. Other than that I thought it was a really neat little challenge platformer, dash upgrade feels cool and the checkpoint placement is great. Nice work with this one ^^
Made it to Wave 20! I could have definitely gone further but I kind of felt like I'd solved it and was having no trouble clearing the waves. I like the tank movement and the upgrades are good, is there an end screen or is it more of a high score based wave system? Nice job getting this one over the line in time.
I think there's something really weird going on with how sprites are overlaid, I found the eggs would sometimes disapear behind invisible squares and there's a strange hashing effect on some of the sprites. A lil more feedback and UI indication as to whats going on with eggs collected and deposited would go a long way with this imo, otherwise I think it delivers on the limitation and theme decently!
SUPER hectic, became complete chaos eventually, I really liked the variety in items! though I wasn't quite sure what the deflated balloon things were or what to do with them. Quite liked how dynamite is both a hazard and your method of clearing poop, it's a clever compacting of functions that makes it an interesting item to handle. Art's lovely, suits the mechanic great. Nice work with this one!
100 jumps! Water bottles better watch out. The art style and poses make it feel straight out of warioware, good amount of polish. One hitch I had was the speed up/down notifications were insanely distracting, I'm not sure if they were meant to be intentionally disruptive but that and the camera shake on life loss made for a bit of a failure cascade on early attempts. Nice work overall with this one ^^
AWESOME entry, the music and the background really helped sell it as a proper boss fight, and the length and difficulty went a long way to resonate with the limitation. I liked the variety in attacks, though that last phase is BRUTAL, most of my deaths came from getting double hit from the beam/sword. Great work with this one!!
61960! I found I got a consistently higher score by just holding forward to max acceleration and waiting until I ran into something, carefully dodging the asteroids and stars makes you quite vulnerable to the gravity pull of black holes and it's a lot slower. Does the game have an ending? I was curious if you can actually reach the edge of the galaxy. It's a fun twist on asteroids, loved how the visuals look once you get up to a high speed.
I unfortunately had to duck out at level 12, the platforming just felt a bit too twitchy and inconsistent and I got skill issued by a laser killing one of the prisoners. I think it's a really good idea for a platformer, I liked trying to figure out which jump was best to employ on a given platform, but I just felt like it was a bit *too* brutal to perma-death the prisoners with these platforming mechanics. Nice work getting this done in time.
Made it to day 4! I'm not sure if you're meant to be able to walk on the water? I camped in the corner of the map for a bit, I think I mostly died because I ventured back out to land. I really liked how the hunters could shoot each-other if they got in the way of another hunters shot, it's a fun mechanic to defeat your foes via out maneuvering them. Good use of the limitation on this one ^^
This was really cute! One thing I would have really liked was an end screen, I fully upgraded the cafe and it kind of just kept going. I like the interpretation of the theme, having your character duck out of a presumably strength focused world to instead work on what they're best at. Nice work with this one ^^
Was really feeling the player being the weakest creature on this one! Think I made it to day 6 or so, quite liked the tycoon aspect of balancing your future currency against your current defenses, trying to employ as few guards as possible for any given night. I'm curious if the scarecrows were meant to scare away the animals from the crops the animals being planned to be able to destroy them, or if the were more of a distraction so the guards could make a decisive strike. Nice work finishing this up!
oop I broke it! walked backwards into a teleporter and got stuck, I think I mashed the Q or 1 key and it made the screen go completely black?
Quite liked it as a micro-platformer! Most levels have a single tricky jump to perform, feels very compact and neat. I was kind of wondering if the sprite is meant to be a rabbit walking upside down on it's ears? Nice work with this one!
Got to the end! Really cool style and a very fun story idea, I was kind of expecting the gameplay to be a bit more frantic based on that! My only actual problem was that I wasn't sure that the hat was an interactible in the 2nd level, took me a few wanders around the room to realize. Loved the dramatic flair, nice work to the whole team
53!! I was really aiming for rabbit...
Really enjoyed this entry, you've got a fantastic simple mechanic with a lot of depth from just a few moving parts. I especially liked how the bugs pull your attention away from the other animals, having to hit other keys on the keyboard, made me lean on the super shot to take care of the longer sequences. Also really like the subtle difference in behavior with ground and sky animals! the ground ones doing less damage but being harder to hit because they're moving along the ground instead of straight towards you. Fantastic entry ^^
I unfortunately wasn't able to finish this! I love drag-jump systems, but I found that the UI representation of the jump power/direction made this quite frustrating to use in a way I'm not sure is intentional. Hard to make precise movements with a raycast line, one that has a variable length based on power would help things quite a bit. I really liked the narrative aspect and the spritework and music is lovely, you've definitely got something cool here!