Ronin Sacrifice: The Tale of the Last Rabbit by honey
With his magical sword, the ronin rabbit is on his journey to save the last mate of his kind. Together they shall breed and repopulate the Rabbit kingdom, that is, if you are able to help him. As long as rabbit holds his magical sword, he cannot really die for his soul carries on. Use this to your advantage when navigating through the world of evil foxes that took your last female away!
ABOUT
This game is an attempt to make an action puzzle platformer. Use arrow keys or WASD to move with up/W key to jump and down/S key to walk slower, use your sword pressing space key. Also try using your sword when holding key down, it will probably help you a lot sooner or later.
Hope you will have fun! You can post your numbers in the comments, we're very interested in your best walkthroughs (and the worst as well :) ).

CHALLENGE - a beer with devs competition!
Hey, we decided that we open up a competition - so far none of our players seemed to reach the lowest possible number of rabbit sacrifices. So we decided to offer a prize - a beer with developers (if you're in reasonable distance from or directly from Czech Republic, else we have to negotiate something instead) - to anyone who can finish the whole game in one run sacrificing the least amount of rabbits of all the players (including the dev team)! Leave an endgame screenshot with your best numbers in the comment!

Ratings
| Overall | 273th | 3.7⭐ | 52🧑⚖️ |
| Fun | 378th | 3.43⭐ | 52🧑⚖️ |
| Innovation | 555th | 3.1⭐ | 52🧑⚖️ |
| Theme | 116th | 4.11⭐ | 52🧑⚖️ |
| Graphics | 335th | 3.87⭐ | 52🧑⚖️ |
| Audio | 302th | 3.439⭐ | 51🧑⚖️ |
| Humor | 467th | 2.953⭐ | 45🧑⚖️ |
| Mood | 267th | 3.635⭐ | 50🧑⚖️ |
| Given | 49🗳️ | 54🗨️ |
@kroute Thanks for that, we're very glad to hear that. Yes, we did all the sound effects by ourselves, including the seppuku voices :) More levels will probably come soon :)
@gucio-miszcz We tried not to annoy our player if possible, so if you could tell us which level in particular (or which part of that level) was the annoying part for you, we'd be really glad, especially when more levels are about to come!

Pros:
-The level design was very well done, It was a lot of fun
-The main mechanic was enjoyable! I was really digging it
-The art! It's SO pretty, congratulations!!
-The sound effects were really cool :)
Cons:
-The jump was a little bit weird, Gave me troubles at the beggining but I got used to it :)
-I liked the music but the loop was so short that began to be a little bit annoying (I don't have music in my game so hey, it's better than mine already)
-The hitboxes were also weird sometimes I think? If I happened to step at the edge of the platform, I'd started to fall down veeery slow. Nothing to important but made me fell a couple of times.
Overall it's an incredible and very enjoyable game, solid entry. You managed to make a lot of levels! Congratulations for this :)
Edit: forgot about the theme! A clean implementation, nice job there too!

The jump is hard to get used to because of the strong boost in the X axis that it gives you, but imo it serves the purpose for your game.
One last thing that I found annoying, in the following image if you try to walk to the step just in front you, most of the time you just will slide down and die. It was tricky, I had to do short jumps in order to get down there. Wasn't sure if you were aware of it. Cheers!!

@gucio-miszcz I consulted it with our level designer and there are actually only 4 sacrifices needed to finish this level, all of them on your way up. Hint: plan well before you kill the fox :) still thanks for pointing it out, we probably need to learn player to think about it before this level.
hahah weird indeed, I didn't realize about that cause I was going for a "perfect" run! Videogames are mysterious beings...
The jump control was a bit weird but the game's totally playable and fun.
Good game tho. The artstyle and the mood are strong here, the music loop is a bit short, but overall, great entry
@chaosthelegend Well it depends - if you really ended up - like at the end of the game - then it was supposed to be played like that - we wanted to give player oportunity to seppuku the hell out of his rabbit, so that last level is kinda asking for it. The levels before are more about efficiency and even the last level can be finished with only a few rabbits (much less than @shendev 48 :D ). Thank you for your time spent to play and comment our game, it is highly appreciated!
Indeed we had sort of the same idea for the theme :D
I have to say that your music sounds a lot more Japanese than mine tho... Great job!:)
The only remark I could make is that you have too many levels for the mechanics you implemented, this results in a couple levels that "feels" like the previous one.
Nevertheless, this is a very enjoyable game. I wish all the ones I tried were like this
I admit, that level design could be better, but we wanted to make a game with almost no tutorial, so we tried to catch the learning curve for most players. In next version (we still working on the game) we could use some new mechanics, Your sepuccu plates to open a gate looks interesting, if you wouldnt mind:)
Thanks for playing our game and for you nice feedback.
@team-infernus Thanks for your feedback, maybe mixing up the level design could blunt the feeling of repetitivness a bit? We'll look into that! Thanks for your time taken to play and leave a comment!
@corbak Hey, you've reached our best score for the last level! What was your total I wonder? Thanks for playing and also commenting here!
Looking at the platformer controller, I noticed a few things you might wanna look at for future platformers.
1) The Velocity didn't seem consistent from frame to frame, or action to action. Sometimes I'd jump and I'd move forward ~3 units, other times I'd jump and fly across the screen. The inconsistency made it a little frustrating to play. I'd recommend looking at clamping the Velocity, and using an easing function other than Lerp.
2) I had some trouble figuring out the controls. Specifically, the Seppuku mechanic.
3) Controller support was spotty.
4) Things felt unresponsive, I suspect the use of a Non-Kinematic Rigidbody is the responsible party. It's worth doing the leg work to build a simple kinematic platformer. Trust me.
Overall, you did a good job and should feel good about the game you made!
I also encountered the jumping problem that the others mentioned and once a fox ran away from the platform after I accidentally jump on her spear, but these are some minor issues. Overall good job. 5/5.
Imprisoned the fox
@gizmolo Hey, thanks, we tried to make the backstory with enchanted sword that keeps rabbit soul even when the body dies, so that it feels less depressing, but we didn't have the time to really tell that backstory in the game :( But also thank you, we're glad that you enjoyed our style choices and had at least a bit pleasant experience!
@occultone Hey, we know that the physics/movement wasn't the strongest part. You're right that when building a proper game, it is much better to go custom, on the other hand when jamming, building on built-in systems is much faster. Still it's true that you haven't got full control niether of built-in system and niether of your custom one. The controller support wasn't actually a thing due to lack of time, so what works works only because of unity native input manager (horizontal and vertical controller axis, fire button...). That was definitely a big mistake to forget about controller support and not having it in mind from the beginning when making the control scheme. Thank you very much for all the valuable feedback, we're still actually not sure what's causing the weird jump feeling/behaviour, cause the math behind seems pretty simple. Also the button prompt for the seppuku could work much better. Thanks for playing and leaving lot of stuff for us to think about :) And yeah, despite all that said above, we do feel pretty good, the progress is heavy during our three jam entries :)
@dk5000p Hey, thanks for playing and leaving your feedback! First - the music loop is actually more than a minute, but the motive itself is too short to not bother you in a long run, shame that we didn't noticed ourselves in time :( For controls, you can read above - we went half way, it was better than going with built-in, but still not as good as custom could've been. We were actually thinking about going with ragdolls and pushable dead bodies, but we decided for unmovable bodies, so that the player actually have to kill the enemy in the right spot. We thought it adds a little of extra depth and tactics when traversing the levels, and also makes the mistakes (killing in wrong spot) more punishing (need to sacrifice more rabbits instead of using enemy body). We think that the minimum of sacrificed rabbits in current state of game is 26 :) Anyways, thank you so much for stopping by and glad you liked the game (at least some aspects of it) :)
@zuzupd Hey, it's a shame that you did not post your score (or beat the lowes one), cause judging by Bob and Bobek reference as well as your game credits, you'd actually be able to claim the prize! :D Yeah, known issue with the damn foxes, I think that best solution would be to not allow the fox to collide with dead rabbits, so even when mistake is made, the fox can carry on on its usual path. But it's actually unbelievable how many problems show up when you add a simple mechanic like leaving dead bodies around as platforms :) Thank you for playing and leaving a comment, really, much appreciated! And glad you liked it!
@king-kujito Man... You actually made us laugh. Like out loud. For a while. That's awesome! :D We kind of hoped from the beginning that we made enough room for this kind of rabbit fun, but we weren't expecting anything like this! :D How did you do that? We need to know! Maybe the dev beer prize is coming to you instead! :D Thank you very much for playing and especially for leaving your comment that prolonged our life expectancy at least a few days :)
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If you're ready for the answer, read on ahead:
Players should not be allowed to spawn objects on spawn points! I just spammed rabbit sacrifices without moving and got some pretty funny trippy stuff to happen :smile:
I hope you can take this advice with you in your next LD ^^
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346058907?t=20m51s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Hi guys, here I present my best playthrough score for now, without any glitches (but anything is allowed).
I can manage only 26 deaths. But I thing, that in third level is possible not to die cause of spikes. Have seen some players can manage their jump so precise, that they jumped all over the gap. Anyway, beer for everyone, who can beat me :)

Great work anyway!
Unfortunately I'm too far (and I haven't the time in the immediate future to travel somewhere) to take a beer with you. That's why I will not publish my score.
@ted thank you for playing our game. Yeah we figure out, that the difficulty curve is weird. We working on new levels and new mechanics. Maybe you'll stop by to find out.
@skdf hey, thanks for your time:) dont worry rabbits are evil creatures full of hatred, so feel free to fulfill their destiny 🙂 lead those b.tches to death 🙂
@eli-delventhal thank you man. We are honored to read such a nice words!!! We will keep working 🙂
@ryjcio we know, that there is so much work to do, but we like to read this 🙂 have a good Day sir 🙂
@lilkrit Hey, yeah, some people already pointed this out and I actually wanted to have a look into that, but I haven't found anything on this topic. So my question is - is it really objectively bad? We kind of went with that old Prince of Persia control scheme and it worked well back then. I know that the controls definitely should be rebindable, no doubt about that, but is the "never up to jump" matter of fact or more of a personal taste? Can you maybe point me out to some knowledge resource on this topic or at least some interesting discusion? That would be awesome! Still thank you very much for taking the time to play our game and leave your feedback! :)
The thing is, in fighting games you might want to be able to press kick and jump at the same time, so it's easier with up for jump. But in platformer games you most of the time want that jump button to be something dedicated only for that. Especially if you have other mechanics like dashing or double jumping. For example if you have a game where you can dash in any direction, dashing up would be impossible or very difficult with up as jump