Rabbit Rappel by MatterLinx
Rappel deeper and deeper into the abyss, defend yourself against creatures shrouded by darkness. Try not to fall 😉
If you are interested in seeing a speedrun: https://ldjam.com/events/ludum-dare/48/rabbit-rappel/can-you-beat-our-developer-speedrun
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Rappelling Controls:
(S) to lengthen rope
(W) to shorten rope
(Space) to jump away from wall
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HINTS: * To begin rappelling, touch a hook
Holding left click to charge your weapon provides more damage and momentum
To jump large distances use your weapon fire in combination with a jump
Download on PC for lower input latency. Also the web version seems to have some bugs.
https://www.youtube.com/watch?v=VALRJFYIFSw





Update
Thank you all for for all the helpful feedback on the game! We saw that many of you are looking forward to a more fleshed out version of this jam. For this reason we will be starting development on a Steam release!
We will be posting updates of the game's development on twitter (https://twitter.com/FistFlat). We are looking forward to your feedback and suggestions!
Ratings
| Overall | 127th | 4.101⭐ | 156🧑⚖️ |
| Fun | 243th | 3.864⭐ | 156🧑⚖️ |
| Innovation | 64th | 4.205⭐ | 156🧑⚖️ |
| Theme | 157th | 4.221⭐ | 156🧑⚖️ |
| Graphics | 82th | 4.5⭐ | 156🧑⚖️ |
| Audio | 454th | 3.683⭐ | 155🧑⚖️ |
| Mood | 189th | 4.149⭐ | 156🧑⚖️ |
| Given | 70🗳️ | 102🗨️ |
Very very cool in general though, great work :O
At the moment, it feels like the game is a bit too punishing - would be nice if there were checkpoints (maybe coinciding with the background transition).
Just wondering, would anyone be interested in a steam release for a more fleshed out game?
A small tutorial would be nice, it took me a bit until I figured out how to play. After I understood the mechanics it was fun trying to overcome the obstacles. It's a bit hard and the checkpoints help, but some are very far.
Overall a very good game.
This is actually quite amazing! it is a bit too hard at first and the hitboxes on the spikes are a bit to harsh, making navigation sometimes feel a bit too pixel perfect (especially when you continue swinging after latching to a hook and have to go down, hitting spikes. It would be nice with an easy introduction part to get a hang of the mechanics and play around with them a bit, but it's very, very satisfying once you get the hang of it! I hope you continue working on it and I would love to play a full version of the game!
The music and soundscape and graphics are really beautiful as well with great spritework and lighting, and it's great that it's pixel-perfect rotation rather than just rotating the gun.
Keep up the great work!
I'm looking forward to a full version. Is there somewhere I should follow you guys for news?
I got stuck on the bit with the gap, not realizing you were supposed to propel yourself over, and had to quit on the second leg (after the first set of chests) because I couldn't get past one of the bigger spikes. I think the difficulty is OK overall, would maybe like to see a few more checkpoints.
Thanks for the game, one of my favorites for this LD :)
I liked it a lot though, clever core mechanic and interesting discoveries (horizontal part is <3 )
https://www.twitch.tv/videos/1002310964
How did you get the light to be pixel scale, is it the pixel perfect render mode of the URP?
One thing missing are sounds. A nice railgun type sound for the gun and an attaching sound (maybe BFXR), maybe some winding when adjusting the rope length, would have gone a long way for relatively little effort. And maybe enemy sounds. By the way: The fight music seems to trigger only when you are in a certain area, maybe you should do that based on enemies nearby, or, once you get to implement that, when an enemy is aware of you.
I was a little confused as the end, because the coming to steam... text only appeared a long while after I attached to the last hook and noticed there is no further path. You could have been a little more liberal with the checkpoints towards the end, I explored some deadly pits out of curiosity, and had to do the whole green hook section again, multiple times over.
I jumped into the game unprepared, so I was confused at first. I thought you could attach a grappling hook with your gun, but that did not work. Maybe you could add a tiny tutorial at the start (maybe A/D, attach to hook, W/S, space, how to fire gun), but figuring out the rest was extremely rewarding.
All in all, excellent work, especially for a 72-hour marathon!
The part with the golden hanging spikes was a bit tough for me, it seemed like their hitboxes were quite big (touching them from the bottom also killed me). And since the last checkpoint was quite far away, I lost my patience after three deaths there. Also, the death end respawn was always instant, maybe having a short death animation, a "press space to respawn" and permanent blood on your last death position would be nice. But those are really nitpicky complaints - you game is awesome :D
My main issue is there needs to be a "safe zone" to introduce mechanics. For example, you introduce grappling on to a second latch while also introducing spikes. You introduce rocket jumping with an area that has a pit. There's a ton of just "learn the mechanic and also master the mechanic at the same time" instants that make this harder to enjoy.
I wanna see you continue with this, it's going places.
Like others (and even yourselves) have pointed out this is a game that has most areas absolutely down, it just needs some fine tuning. The level design could teach the player the movement/mechanics gradually with specific scenarios and checkpoints would really have been nice to have in this upload.
I love the Celeste and worms armageddon influences and I think you're very much on your way to releasing this on steam and finding an audience. The fact you got something this meaty out for a jam, top marks.
Great job on the game and great job to you as a team.
UPD oh I see, I can jump longer with the help of recoil.
Also more checkpoints would be very very nice.
The hitbox of the spikes is extremly large, not even touching it with any pixel of my character and I die..
If you'd remove all spikes, this would be twice as fun to play.
And more rocket jumps - the one at the beginning was really cool.
But overall, looks cool, sounds cool, keeps you on the edge of your seat with those spiders.
One gotcha I noticed was that it seemed S stopped lengthening the rope and started making it shorter if you swung above the attachment point. Made getting past the wall with the big spike more difficult than it should have been, I think.
It however is missing a tutorial for introducing hooks, swinging, recoil, enemies and how to lightening the lamps.
Also... there is no end ? I’m at the limit of the rope and there is nothing under me and no other hook to use.
Ok I just saw your speedrun, this is the end trigger.
Also, I played it with a controller, which feels nice _(thanks Joy2Key)_.
It's cool that you managed to play with a controller! I don't believe I got around to adding controller support for the gun.
I'm just frustrated that it didn't had any sound effects, they could have amped the experience so much. Also, the music was really good, but I don't think it fits the mood. I can imagine this track playing in another level, with a different scenery. Looking forward to see this game refined and published on Steam or whatever, you guys deserve it!
I'm so glad you are looking to continue development - this is a solid gem here and I will be back to play more! I'm not sure if there were meant to be sounds, but I only got the music playing. It would also be nice to have a way to exit other than trusty Alt+F4. But these are minor issues in an otherwise great game! Congrats!
But appart from these minor things amazing work!
It is definitely missing some sound effects though, which can go a long way in giving feedback to the player. I had no idea the gun could charge for a good while (my bad for not reading the instructions) cause there was no sound effect and the visual cue was pretty minimal.
Yes, this should absolutely be continued! Well done.
Would love to see the future version of this game!
- Liked the game
- I couldn't jump over the pit
- Liked the rope mechanic
Which is unfortunate cause it looks like a really cool game but seemingly unplayable for now.
This should clear it up for you: https://youtu.be/W7P1hFsvYQo
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1007852839?t=11h40m30s
The limited light/visibility was pretty interesting. It did feel like there were particular moments that could have benefited from more light. For example, the gap that needs to be rocketjumped. I think more lighting could have revealed that there was a platform on the other side and that the gap was larger than what you can jump. This may have guided the player a little more into understanding that was the right direction and that they had to use this new mechanic.
On the topic of swinging, it was a little jarring in the more precarious areas the fact that your momentum stays with you when you attach to the next hook. I wonder if you could add a mechanic for "braking" to slow down your swing. I like that the gun is used to control the swing and don't want to take away from that. But when your rope is very short, it just didn't feel great to have to slow yourself down with the gun.
Lastly, the enemies were not very intimidating. They seemed pretty easy to defeat.
Overall this is a great game. I am really excited to see where ya'll go with the Steam version. This was a lot of fun to play!
Sound: I was probably too distracted playing it the first time, but I didn't even realized there was no sound! There's so many opportunities for sound design to give satisfying feedback to the player, but the main one I'm thinking of is when you attach to the next hook (since it means the player successfully made it farther, the sound would quickly give that pavlovian response where the player looks forward to it and feels more rewarded each time).
Checkpoints: I'm glad you had checkpoints, but I wish there was a visual indicator!
Gun: The gun is awesome and feels powerful to use. The screen flash effect is very subtle and I didn't notice it at first, but really adds to it. Along with the tutorial area, a charging up sound for the gun will go a long way in telling the player that you can click and hold.
Another idea for gun to communicate to player that you charge it up is make it sound you have to click and hold it for a fraction of a second to be able to even fire it once with a power up and power down sound (think miniguns in various games, but quick charge up and only single shots). It would make it seem more powerful, but also less responsive so just a thought!
You can count on me buying on steam when it's released, I'm interested in seeing what you guys do with this!
The innovative rappelling mechanic is so satisfying when paired with the recoil! Plus with the subtle camera shake, so great!
You express the theme so directly with rappelling downwards - it's core to the game, not shoehorned at all
The post-processed pixel art look is beautiful
The background music is so soothing
I feel super immersed into the game as I play, the dark aesthetic + the calming music feel really good
I wish there was a sound effect on the gun
There are a lot of games this jam with more polish and/or content and you didn't get to finish your level design, but to me this is the ultimate expression of what an LD game is supposed to be! It's an innovative mechanic demonstrated sufficiently that I know I'd buy a full game like this (please let me know when the post-LD version comes out)
but I really need guide or tips ;
it is annory every time restart at the begin; and I dont know how to get though the big gap below ;
nice job any way :smile:
I thought the levels were a bit samey, and I'd have preferred something new to make it exciting (new enemies? moving platforms? being able to rocket jump out of a swing and detach the rope?) instead of lack-of-checkpoints to make the game harder
oh yeah! that MUSIC change was really really good
nice work!
https://www.twitch.tv/videos/1008218448?t=03h33m26s
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
The other thing that stood out to me is that death is very sudden, and gameplay continues immediately. Some sort of game over mechanic would help that feel more smooth. Watching the rope retract to the previous location might be a neat way to do that, sort of a "Look how far you've come, also you have to do it again!"
Some of the jumps are pretty tough and it gets a bit frustrating going back to previous checkpoints, especially as some places feel a bit trial-and-error.
I loved playing around with this one. It was a super novel concept, and although it was a bit confusing at first, once I got into a groove it felt super satisfying! I love the way the music evolves when you get closer to enemies. I think with a little balancing with the difficulty curve and checkpoints, this could be come a really cool full experience!
Here's the stream where we played it: https://www.twitch.tv/videos/1017517813 starting at about 1:28:20ish
Great job guys!
The use of theme was quite obvious choise, but I liked the ninja rope mechanics, that I haven't seen much after worms 2 back in the day.
Overall a little frustrating but rewarding fun! :)
Great experience. Good luck with Steam.