Bunny Whallop by rk3Omega
Bunny Whallop has just broke free from her prison and needs to escape. Quick! Wall hop to safety, and don't mind the little bunnies along the way.

Note: There are two different types of wall jumps. Moving towards the wall will cause you to jump upward, away causes you to leap out. It's confusing so I will remove it in the post-jam
This one was a lot more work than I anticipated, had to "sacrifice" doing the compo for an extra 24 hours. But it was totally worth it! Hope you enjoy. I made everything but the music.
I didn't have time to make too many levels, but I will add more in the post-jam as well.
| HTML5 (web) | https://game-endeavor.itch.io/bunny-whallop |
| Source code | https://github.com/rk3Omega/LudumDare43 |
| Original URL | https://ldjam.com/events/ludum-dare/43/bunny-whallop |
Ratings
| Overall | 447th | 3.5⭐ | 32🧑⚖️ |
| Fun | 189th | 3.7⭐ | 32🧑⚖️ |
| Innovation | 931th | 2.583⭐ | 32🧑⚖️ |
| Theme | 745th | 3.117⭐ | 32🧑⚖️ |
| Graphics | 485th | 3.567⭐ | 32🧑⚖️ |
| Humor | 419th | 3.038⭐ | 28🧑⚖️ |
| Mood | 775th | 2.948⭐ | 31🧑⚖️ |
| Given | 21🗳️ | 19🗨️ |
I felt no remorse while slaughtering those other bunnies lol :P
I liked how hard the last level was. Congrats on your game, really enjoyed it!
It's nice to see more games made with Godot :D
Was able to beat it, though the last level was pretty hard. There's not too much leeway in the precision of the jump + the hitboxes of the bunny and the sawblades. The platforming itself is not bad, but I would try and smooth over any pain points you find there - for example, I think the sliding down the wall frame for the bunny could have the legs sliding on the side of the wall, right now the bunny looks like it is standing slanted on the wall. Adding the tiny bunnies was a nice tie in to the theme.
Some other things: The poofs from deaths was nicely animated but makes the bunny feel floaty/light, it doesn't have to be gore, if it's like stuffing or something just to make the character feel like it has weight.
I would speed up the transition after you respawn, since it's a harder platformer, people will want to restart again and again and not wait for a screen fade.
keep up the good work!
The poofs might stay though because I want to go for a more cartoony style (I'm probably going to continue developing this into a full game). And when I design the animals in my games / art, I usually think of them as plush toys as I did with this one. And I'm not that interested in animating critters being impaled by spikes.
When I continue with the game, I'm likely going to redesign the character to be smaller and more agile, so perhaps it'll fit better? Thanks again, I'll be implementing all of the other changes.
Well, nice platformer, it reminds me of modern classics like SuperMeat Boy and the like. at first, I thought it would be more of a "try hard" game, like *You probably won't make it* but nope.^^
I'm a noob in platformers but I didn't think the mechanics were confusing at all and I had no problems, I finished all the levels in 3 / 4 retries max.
I used a keyboard, though, I don't know if the problems you mentioned were due to the use of a joypad. I'm not sure you should make the char more agile or smaller, I suppose there is a reason behind your choice of making the char a big bunny and not the sacrificed ones, if I read that right, you thought about your character as a plush while creating it, so a bit of "sluggishness" is to be expected from that kind of thing.
Usually, the saying is "the form follows the function", but sometimes, you have to do that in reverse. You have bunny, maybe you could try to work around that, modifying how he jumps, the curve of the jump, how he reacts to being stuck to a wall (maybe stick his feet flat against walls to propel himself more horizontally, for example). When you find a atypical concept, it can be great to really play around it, even more than just sticking to the "genre 101" in my opinion. Maybe putting a bit more space or slowing blades a bit down could suffice?
As for the graphics, the "arcade" art style fits really well with your game and what the character has to do.^^ So raw aspect of it pleased me, I feel like more modern platformers tend to add too much superfluous animations and it takes away from the feeling on being "in sync" with your char.
The music is great, too bad you didn't want to be rated on it (I suppose it's because there are no sound effects).
Interesting take on the theme. Adding the number of killed sacrificed bunnies at the end under the "thanks for playing" could make it more impactful, showing you "you made it.. by sacrificing some bunnies in the way :D".
I hope I'm not too preachy in my wording, I'm not a native speaker and sometimes my way of saying things doesn't really convey too well my tone / what I'm really trying to express. It was just my humble opinion all along.^^
Anyway, good job! I'll gladly try the new levels when they're out.
I liked how the theme was used, but I would have liked to see more sacrifices.
Kind of disappointed with how the main character just puffs into a cloud when they die, wanted to see gushes of blood :(