Congratulations to this dev on winning the entire jam! It was easily my favorite game that I played and the fact it was your FIRST jam :). Super talented. Keep going.
Poonch
Creator of
Recent community posts
Hello! My amazing composer set up an awesome discord community for people who share interests in game development and Recoil Rabit's full release. The link is here:
https://discord.gg/YPPaFNnu
Also follow my composer: https://open.spotify.com/artist/5vGy6SmL4ic2i3wjLLbwrU?si=Iy7oJL1-TW2RImdLrkHxGg
(awesome guy!)

Recoil Rabbit is a brutal pixel art platformer built around momentum and movement. You play as Bennie, a pissed off rabbit with a shotgun who uses recoil to blast himself across levels.
Born from Mini Jam 208: Inverted, the game came together in 3 days and has already been getting great responses from players. Loved it enough that I'm expanding it into a full release on Steam.
Play the original jam version free right now and let me know what you think! Play in Browser, Windows and Linux!
You can also check out this video of me speedrunning my game too if you want to see if it is something you are into first, OR JUST CURIOUS :)
Thank you so much for your time!
This is great feedback. Best I have got. I appreciate it so much. The camera one was a weird one for me. Because I wanted the camera to go out even a little more, but i’m using Unity with a Pixel Perfect Camera. My game is pixel art and my Pixel Perfect Camera automatically sets the correct orthographic size (the zoom in and out) that is meant to be used for my game. Only other way of zooming out is switching my sprites for 16 PPU to 32 PPU. The problem with that is, it will zoom out times 2. Which would be way too much. So I struggled a little with this problem. Maybe I am misunderstanding pixel art with Unity a little, but that is my understanding. Thank you for your feedback :) and for playing.
THIS GAME WAS SO FUN! I MEAN IT. ACTUALLY THE MOST I PLAYED ANY JAM! I have the funniest run that I really want to show you. How can I send it to you. I got a run where my movement speed was so high I broke the map and no clipped out. So funny. Everyone, please take the time to understand the mechanic and sit with it please. It is awesome fun once you get going. It is hard to understand the best way to use the mechanic. It just takes some experimenting. Please add me somewhere so I can send you my clip. Great game.
Thank you so much for your interest :)
I definitely want the game to start off a lot easier but obviously as time goes on, and you progress through each world, it begins to get a lot harder. I imagine the levels are going to be a good bit longer too. Maybe a bit smaller than your typical Mario level? Something like that. I will look into macOS support for you now aswell !

Hello!
I just wanted to let you all know that I hear everyone's feedback and I am going be using all of it to make this game a full release on STEAM! I am currently working towards a demo. Expanding the game with enemies, obstacles, new worlds with different playstyles and art styles, and MORE.
If you are interested this is what I have done so far:
- I polished the powerful shotgun shells so that the recoil is always consistent regardless of if player is falling, holding space, or bouncing on a spring.
- I fixed the walljump. I still need it playtested but I think the new wall jump is a lot cleaner and requires less spamming on the wall to get up.
The things I want to do with a full release are:
- Make a world map where the player can move up and around and between worlds and levels like in Mario games.
- Add a leader board to each level where you can see your current best on each level. I want to filter it like Megabonk I think where the leaderboard refreshes each week. AND it allows you to set leaderboard to friends, so you can check your times against theirs!
- Most importantly, massive improvements to my level design. I understand my original prototype on Itch was insanely hard. It was like a nuts mario maker level. I definitely want the game to get REALLY hard in the later worlds of the game, but I want the first world to be treated almost as a tutorial world. I want to help the player towards mastery of the mechanic before throwing them in the deep end. All levels currently in the game will NOT be in the full demo release.
- I want to make different worlds that play different, look different, sound different and have their own obstacles, enemies and quirks. This is a big thing for me. For example, I might want a Cave World where your jumps have to be extra precise in tight spaces. Or, on the contrary, I might want a Sky World where there is barely any platforms and it is all about blasting your way through the sky and keeping momentum in the air.
- My amazing composer (who you can follow here: https://open.spotify.com/artist/5vGy6SmL4ic2i3wjLLbwrU?si=UjgH6dqBSp6q8aKfbiIe1g), has agreed to work along side me and make some more amazing tracks specific to each world! It is going to be awesome.
Anyway, those are the things I am going to be working for. I will be setting up a steam page as soon as possible and will let you all know when it is done so you can WISHLIST if you want. I can't thank you enough for all the amazing feedback and support. I really enjoyed making this game and am so happy to continue forward with it as my first ever full release!
Thank you so much for playing my game. I can't believe you beat any of the levels with a track bad. THAT IS INSANE! You deserve a medal for that. Truly. The difficulty does get too hard way too quick. That is my bad. I was in a rush making the levels sadly. I wonder if learning from trial and error is a bad way to go with this game then? I am not sure.
Thank you for playing the game. I really appreciate it. No worries if it took you a while to get it. It is my fault as the developer. I tried to make the tutorial as clear as possible in a short amount of time but this game is hard so the full game will have a much better tutorial. The difficulty won't scale this fast at all. And last night I polished off the strong shot gun shells to be a lot more consistent. It is my fault they werent clear. It was my first time ever designing levels so I was trying to do it all bit by bit, but it does go way too fast. THANK YOU THO!
I am so happy you said this. I am already working on bringing this to Steam and have a very good vision for it. It is going to be a mario like world map too. Super excited about it too. And my composer is down to work on it the full way through. Thank you for saying that. I definitely want the game to get this hard, but in this version it got way too hard too quick in my opinion. Thank you again for playing and your great feedback.


