Bunny Bunny Dig Dig by ZakAmana
Bunny Bunny Dig Dig is an action RPG about mining deeper & deeper into the unknown: the deeper you go, the greater the treasures! You can play it on the web!



Post Compo fixes: - Reduced the prices of the upgrades - Increased the health & damages of Bats - Reduced the Torch duration - Buying "Lucky Torch I" didn't unlock the next upgrade - The blocks at the bottom of the mine could be mined and you could get stuck - Increased the spawn rate of diamonds a bit - bombs’ sound is now muted properly when the mute key is pressed - all upgrades now properly turn green when bought - you can’t mine faster by using both arrows and WASD anymore - fixed the bug where a bat could get stuck outside of player's reach
| Link | https://zak-amana.itch.io/ld48 |
| Link | https://github.com/TurbotFish/LD48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/bunny-bunny-dig-dig |
Ratings
| Overall | 2th | 4.489⭐ | 624🧑⚖️ |
| Fun | 6th | 4.384⭐ | 623🧑⚖️ |
| Innovation | 220th | 3.641⭐ | 621🧑⚖️ |
| Theme | 21th | 4.402⭐ | 622🧑⚖️ |
| Graphics | 4th | 4.725⭐ | 623🧑⚖️ |
| Audio | 11th | 4.249⭐ | 618🧑⚖️ |
| Humor | 91th | 3.62⭐ | 579🧑⚖️ |
| Mood | 66th | 4.033⭐ | 606🧑⚖️ |
| Given | 20🗳️ | 4🗨️ |
also if 1 bomb explodes another, second bomb stays in the air
I think my only issue with the game is the difficulty wich is a bit too easy, each run being a bit too long in my opinion (shorter runs will increase the incentive to press the replay button I think).
Overall an impressive entry, very well done!
I think the game is held back a bit by the interactions being a bit to simple. Digging is fun - combat is mostly waiting for pretty obvious openings <- which is fine but combat needs to happen fewer inbetween, be more impactful (like showering you in loot) or have way more variety earlier on. Because it takes so much more time than to simply mine.
Yeah, I think as a *game* and not as a product of a jam it needs an additional balance pass on the main mechanics. But as a compo entry this is done extremly well and impressive.
First i was a bit confused while playing like the first few minutes and then it went smoothly :)
It's by far the best game I've seen for this edition.
Those are very anal complaints, because it's quite fun overall. Amazing job!!
- @zohar thanks for reporting it! just fixed it.
- @elzach I agree 100%. I didn't have the time to do the balancing tweaks at the end of the compo, so the game's pace could definitely be improved.
- @martynas @the-baldur I got up early but managed to sleep well both days. Unity is my daily tool so I know how to hack my way through it to make ~~broken~~ prototypes efficiently. As usual, I'll post a Compo post mortem in the next few days explaining the process!
- @plusminus thanks for pointing that out! just fixed it.
EDIT:
After playing some more I finally found a diamond! Also discovered a couple of bugs. Triggering a bomb and going into combat immediately after doesnt take damage from the bomb. Standing next to a block, facing left/right and spamming A-S/A-D lets you mine 2 blocks at once - direct down and then left/right. Perhaps this is intentional.
A really polished game for the time constraints!!
What is the difference between Burglar Bunny I & II both say "Keep +15%"
Also some other upgrades seem to have the wrong label
The game, however, feels a bit unfinished. I was able to reach the bottom consistently with only about half of the upgrades. There doesn't really seem to be an end of the game, unless I am missing something. I was even able to dig through the bedrock, only to find out I ended up being stuck. Also, I understand that more enemy types were planned but you didn't make them in time, but that aspect of the game feels a bit unfinished too.
One thing that really bothered me were the combat animation times. The animation that tells me I got 3 gold (the same 3 gold I get from every other space) takes 5 seconds to complete, and is completely unskippable. I ended up avoiding combat not because I would not be able to finish it, but only for the long animation times. That definitely didn't feel correct.
I had trouble figuring out how combat works so I ended up just avoiding it. Once the jam is over I will poke around more and perhaps figure it out.
I particularly like the shrinking light bubble as a measure of the torch power--very intuitive!
Spamming the buttons got a little annoying, but that didn't keep me from enjoying the game.
Awesome job!
I love the dungeon crawling and hauling idea. I think it would be really cool with weapons and armor and some kind of endless mode or campaign. But it's already great for what it is.
Really excellent work, was a pleasure to play!
Graphics is nice and cute. Music and sound design is excelent.
A bit of repetitive battles, so you end up trying to avoid them. But it's okay and perfectly fit's gameplay of mining game.
Also this :)

Anyways, it's one of the best i've seen there. Congratulations!
really love the art
To answer a few questions:
- @amolker : thanks for reporting it! I just fixed it :)
- @abigailcorfman : you actually have to press the Up Arrow/W key (or Z if you have an AZERTY) to hit monsters above you. I agree it lacks explanation. Sorry about that!
- @anshul-k : I made a system in which I can design "patches" of blocks to create interesting situations (e.g. a gem surrounded by monsters). Then these patches are randomly assembled. I have different patches with different spawn probabilities according to the depth you're at (e.g. hard, purple blocks only appear starting 45m deep). Honestly, it's not well balanced, and I didn't have time to create many patches :( but the system is easily expandable upon! I'll talk more about it in a post-mortem blogpost.
- @sirkovitch i <3 u
Since I scoped small for [my previous entry]("https://ldjam.com/events/ludum-dare/47/glitch-loop"), I decided to challenge myself for LD48 with a larger scope. Had to cut down a few things still (enemies & blocks), but I still managed to get the general idea. Hope you'll enjoy the game!
And the gameplay is solid to boot - awesome game!
But insanely cute game with amazing graphics and the menu song slaps hard! can't say more but that the game is a solid 5/5!
Congrats on such an amazing entry :D
The game mechanics make you want to play again and again.
The graphics are clean.
There are two or three small graphical bugs that are rare and do not spoil the game.
Congratulations to you!
Great job man, incredible how you put this together in 48 hours!
A small bug: sometimes when you attack the air, some bat corpse would appear no where
The graphics and animations are top notch, and I could myself hammering on the keyboard, just because it fit so well :)
A super fun game, with great art and sound.
I realy loved it :smile: congrats!
I think the combat had some bugs in it. I could hit the air and suddenly a bat died. If I wouldn't hit the air, the bats would also not fly to a new position, being stuck at the sides.
It didn't break my love of the game though! Good job!
Congrats
If you want to know what I'm talking about check out my game. I did something similar and "failed." But your game inspired me and taught me what makes a game grabs people's hearts. And honestly I feel like this is something I can aspire to. So thank you for the encouragement. I'm afraid there's no such thing as a next compo anymore so I may not be able to live up to it in this jam, but I'll keep this moment in mind in my later jams and all subsequent works.
As for the gameplay itself, I reached the end of the mine 7 times and I filled out the skill tree. I think that explains everything. I did avoid the fights as much as I can and bombs were easy to evade but that's about it. I had fun and moreso I had an experience.
Thank you. This game means much to me. I won't stop trying.
I did wish while I was playing that I would get the resources from whatever the bombs blew up - without that, and given I could mine through blocks about as fast as a bomb could explode, I almost never felt the need or desire to interact with them, and they were never blocking my path so wholly that I had to. I think allowing them to drop the resources from the blocks around them would cause more incentive to interact with them, causing players to have to wrangle with them more.
I also ended up not interacting with the combat system much for the same reasons, given there's nothing in combat for you to get that you can't get while mining already - it was an absolutely charming system, and I'd love to see more incentive to use it either through unique drops (or enforced entire lines of monsters such that there's really no way around them!)
The torch and pickaxe upgrades also felt really good to use - though I had no concerns getting to the bottom after getting the second tier pickaxe, I absolutely kept playing until I got to the top tier just to see how fast it could go! they were really rewarding trees.
Maybe it's because I didn't use combat or bombs much, but the other trees felt much less impactful. What I would have loved to see would have been a finalized upgrade to the bomb tree that made you immune to bomb damage so you could, after enough upgrades, mine through them without a care.
Ultimately - excellent work! It's a beautiful game that's very enjoyable to play, and though I understand where it needed to end from the perspective of a game jam, I found myself slightly sad when I got the final upgrade that I couldn't pick through the bedrock at the bottom of the mine for ~secret bonus content~ - I'd love to see that implemented some day! ☆☆☆☆☆
Itch page and game art looks great, sounds are good and the gameplay is a lot of fun! Arrows/WASD work well for this game and feel good to use.
Not every upgrade was that usefull though
OVerall very enjoyable, well done
My only complaint is that the controls feel a touch janky, having to mash the arrows, and combat feels a pretty unintuitive.
I'm a big fan of this little groove, and it of course looks stunning.
And it's a compo game! Controls are a tad bit stiff or janky, but to have made all this by yourself in two days is ridiculously cool! Huge props to you!
The only problems in my opinion are the battles, which are not very rewarding and I mostly try to avoid them, and the spam mechanic. My fingers started to hurt after a while. It's a great idea, but maybe add something in the skill tree to auto-click at some point!
Great job!
Super impressive.
in any case well done, because graphically the game is super clean and consistent. The game uses known mechanics but with a lot of freshness. The combat phases in addition to the descent will allow the "farmers" to scratch a maximum of supply without losing a torch, which adds a second way to understand the game.
Thank you for this good time (my wrist does not thank you on the other hand xD)
Congratulations buddy
- The death/end-of-run screen should be skippable or faster.
- When reaching a new level, the dig button seems to be disabled for (roughly) a quarter second. This may have been by design, but without an animation of the bunny recovering, it feels like the game is not responsive for that moment.
Great great work!
Great game, Seems like a winner!
Like its getting me addicted. The art looks adorable and is so polished.
The only issue is that hand starts hurting after a bit of play using the arrow keys!
Thank you for the game!
Here are a few things that I noticed. Maybe they can help you improve the game even more:
- when sound is muted, the bomb sound still appears
- in a combat it is only possible to attack when a bat is above. The first time I was in a combat I needed to restart the whole game bc I did not know what to do. It would be cool, that I can always attack the above unless if there is a bat above
- in the skill tree, the 'Efficient torch 2' does not change color when bought
- it would be cool in further releases that I can play in a different mine when I reached the ground
I hope this helps!
Amazing job and really cool and fun game :)
It's fun, beautiful, addictive and a damn pleasure the entire time. Good bloody job, mate!
Gameplay also need some improvements imo, it gets boring quickly.
I know this comment may sound negatively, but for top level games like this one, I think it's better to give useful feedback on how to improve it even more, rather than praising it to the stars, because potential is great and there's still a lot to polish.
The only thing that I didn't like is that my fingers hurted after playing for a long period, but I think that changing the input to "pressed" could affect the gameplay in a negative way.
Congratulations for this incredible game.
- bombs' sound is now muted properly when the mute key is pressed
- all upgrades now properly turn green when bought
- you can't mine faster by using both arrows and WASD anymore
- there shouldn't be anymore visual bugs with the bats (I hope)
I didn't put the "hold the button to mine" thing (even though I think everyone is right, it'd be a cool thing to have) because it feels a bit too much like a new feature instead of a bugfix, and I don't want to change the compo version.
Thanks again!
Also, I encountered a bug where one of the bat would not want to move at a place where I can actually hit it.

So impossible to die and impossible to kill. Dead locked hehe. I started a new game and avoided battles hehe :v:
So much going on, even more impressive this is a compo entry!
Everything works so well, the art is cute, the animations are funny, the gameplay is polished, the sounds and music fit perfectly. Even the itch page is nice to look at.
I have just one small suggestion: It would be nice if you could hold the button to dig instead of spamming it, my hands start to get a bit sore after a while.
Congratulations!
Art enchanted me! The gameplay is simple and fun. At first I didn't quite understand how the monster blocks worked. Then I was able to understand. The music is very well produced. A little repetitive, but as it is done well it does not interfere. I was just a little disappointed that the game didn't have a small ending. I thought that by getting the super pick I would be able to drill the black blocks at the bottom of the well.
Congratulations for the game!
Do you just use github to store the code at the end. How do you manage your code base during the development ?
Since I work alone on my games Github is mostly a save and sync tool between my computers.
* Great soundtrack that fits the game very well!
* Incredibly beautiful and detailed graphics
* Many very diverse and cool game mechanics
* Well upgrade system
The game is incredibly good, I want to play it over and over again!
I just noticed something that maybe is a bug, when I hit a block on the right after digging under me, if the block above the one I mine is an ennemy block I sometimes get in the fight (but it happened only a few time)
Anyway I'm a bit admirative to see what you achieved, well done!
Great work!
Exciting gameplay, nice graphics.
Impressive entry, especially for a compo game! There's a lot of really polished content, great graphics and catchy music.
The dig -> upgrade loot makes it super engaging and gives you that "ok, one more run and I'll go" (and suddenly it's morning) vibes that together with the urge to dig deeper can get you really hooked.
Congrats!
Only thing I was missing was a final goal or ending to play towards. Reaching the bottom of the pit felt a little unsatisfying because there wasn't actually anything there. And I guess it would be cool if at least one diamond was guaranteed to spawn per playthrough since they're so important to the upgrade trees.
Other than those two nitpicks, it's a fantastic entry, deserving of all the attention :)
Very fun to play
you really get into a trance
like once you have the best torch and the best pickaxe
fantastic
well-done
awesome game, pal :-D
So I really like your game and I'm streaming Ludum Dare 48 games on saturday with my friend Teauorent on his Twitch channel - https://www.twitch.tv/teauorent - Saturday May 1st 4PM CET
First of all - that cool with you? This may redirect some traffic to your page for more people to try your LD48 game :smile:
If you'd like, please e-mails us anecdotes and sneak peeks of your creative process (photos, screenshots, beta/WIP asset renders, mood boards, concept Art, etc.) so we can present them alongside and illustrate your LD48 adventure to our audience :slight_smile:
Here's our e-mail to send all that good stuff to --> TeamChooChoo.GameJams@gmail.com [we will confirm receiving your e-mail(s) upon reception]
The show will be in french but I'm bilingual so you can totally submit in english, we'll take care of the rest :slight_smile:
Have a great day, I hope to hear from you soon - thanks for that great moment I spent testing your little nugget of a game, and see you in the chat on saturday I hope :heart: :smile:
Mining isn't a chore, combat is quick and easy while still dangerous.
Really well done
Does this bunny have a name ? :D
Here's the VOD of me playing it a bit: https://www.twitch.tv/videos/1005507706?t=24m23s
Went back later and played again (off stream). Managed to make it all the way to the bottom without finding any diamonds, but the next run I found 3 -- might be good to have a guarantee of at least 1 diamond per mine (possible I just missed it if there was one. I was focused on grabbing torches).
I like that the game had a bit of a challenge to it, but it was very forgiving. Once I figured out the mechanics, I was able to breeze through it, but it felt good just starting out. Could be expanded to have more difficult challenges later if you continue to work on it. A lot of the digging games like this I played didn't really have any threat -- you just dig and dig until it's over. Good work!
Great work, really like it.
@jitspoe thanks a lot for making a video! I noticed you didn't enter the elevators located on the side when you dig, I probably should have made them more visually noticeable. They allow you to get out with all of your loot.
Great run though, thank again!
Also, making the dig action have essentially zero cooldown, and not having a way to simply hold a direction to dig, has two major problems. First, it's not very accessible to people with motor skill issues, who might have trouble pressing a button that fast. Second, mashing that fast can cause injury if done for a prolonged period of time. I think you should focus more on the upgrades, allow players to hold a direction to repeat actions, and set a cooldown on actions so players don't need to mash. Mashing is okay to use infrequently, but this game expects it to be done constantly for minutes on end. And even if mashing is infrequently required, it's best to have an option to swap to a hold input.
Overall though, fantastic work!
48 hours and a game like this.. I appreciate your great work mate! Fantastic!
Wow such a great game and it's made in just 48 hours, impressive.
It was so fun, it looks amazing, one of the best games I played.
Very well done, good job, you are very talented.
Everything was awesome, graphics, theme, audio. Even the menus looked great.
My only gripe is that I got to the bottom after buying only 2 upgrades. I think this is mostly because I didn't see the exits on the side of the map until I got to the bottom. Anyway I would love to see this game with more levels. Excellent work.
Also I would love to know more about the process you go through to make something of this quality so fast.
Но не сегодня.
nvm, there is source code
The combat was fun but there wasn't really any incentive to do it, so it mainly served the same as bombs and were just obstacles to dig around. It also felt like you could almost always dig around stuff without too much of an effort, and then it was more of a endurance run with some luck thrown in on how far you could get. Maybe some e.g. Mr. Driller style falling blocks and more "dig physics" could have made these more challenging and unavoidable.
@thiefviolinist [I wrote a post mortem here]("https://ldjam.com/events/ludum-dare/48/bunny-bunny-dig-dig/bunny-bunny-dig-dig-a-compost-mortem") where I talk a bit more about how I approached level generation if you want!
Side note, I think a fun approach to playing this is to use both WASD and the Arrow keys to "button mash" a direction by alternating pressing them. I believe it helped me dig a lot faster than I otherwise could have.
The only thing I feel is missing is some sound effects especially for the UI to add that little bit more juice!
[Ludum Dare 48 staff picks](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#bunny-bunny-dig-dig) :slight_smile:
[](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#bunny-bunny-dig-dig)
Good gameplay, but it seems that something is missing.
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https://www.slotozilla.com/de/online-casino-test/echtgeld see for yourself. and i wish the developers new horizons, less alphas and bets, more release versions!