FoonLudum Dare ExplorerLD56 → Bunny’s Dusty Odyssey

Bunny’s Dusty Odyssey

By mrtroy and snowdrama

View on ldjam.com

CategoryRankScoreCount
Overall5463.5521
Fun6043.3222
Innovation2643.6321
Theme4963.7321
Graphics2694.0922
Audio1333.8820
Humor5553.0220
Mood3253.7821

Comments

goodwincek 2024-10-08 13:59

https://youtu.be/fJoq5l9QKgE Super interesting aesthetic! Love the color scheme and designs. Feels very.. "digital glitch dimension" though as opposed to being inside a vacuum like the story suggests, so I didn't really feel connected with the story. But I liked the concept! I basically hold down shift the entire time and there's not much reason to walk instead of run, so that would be better just toggled permanently by default. Level 3 music got SUPER LOUD and gave me a reason to end my play session. Had fun for the first few levels tho :) Nice work

snowdrama 2024-10-08 21:42

@goodwincek The design idea was specifically based on a cross between like Alice in Wonderland and an episode of one of my favorite anime that I believe was also inspired by Alice in Wonderland in which they have a magically induced acid trip and turn into rabbits. I think a low poly aesthetic would have been better than the voxels it would be more obvious that the walls are piles of dust and that the objects sticking out of it are things like coins, donuts, rings and lollipops.

The dash was added last second just because backtracking for the vent took a long time due to the original level size being VERY large at 16x16 rooms and it was supposed to be removed before release. The levels are only 6x6 now? So the vent is much more likely to be closer to the player

Yeah the levels on the music are not normalized. I'll work with @mrtroy on this, I assume it's supposed to be normalized.

facundo-santos 2024-10-09 03:19

I really like the idea of ​​the game and I loved that the music changes when you pass the level

v1ru6 2024-10-09 03:22

I enjoyed it

rodorodo 2024-10-09 03:25

cool visuals, really good execution on the whole paint tech too, reminds me of splatoon where you want to fill every nook and cranny. it does get repetitive though, a little bit of gameplay variation over time would certainly help.

darefus 2024-10-09 03:31

luved art and overall vibe th mechanic of taking over th dust territory was fun n satisfying to uh do ! v cool i want to pet the dust mites

skleembof 2024-10-09 03:33

The art style is very unique and the gameplay is fun but it got old after a while. The problem is that the levels are all basically the same and the gameplay doesn't change from one level to the next so you're just doing the same thing over and over again.

I lost count but I think I got to level 4 or 5 before quitting so maybe I stopped before new gameplay elements appeared. I had fun for a while but It's missing another layer of gameplay in my opinion.

Great job overall, it looked and played very well and felt super polished for a jam game.

Also I noticed that when you start the game it says you attack with X on but it's actually with C

david-huculak 2024-10-09 03:33

I love that the art style and music style are so unique in this game, you guys did a great job on that front! The gameplay, while satisfying at times, felt a bit dull as there was no real challenge posed to the player except for the occasional enemy who just needs to be kicked once. Major props for shipping a complete game though, this is a wonderful accomplishment :smile: !

david-huculak 2024-10-09 03:35

I also wanted to mention that the low framerate was offputting, like it almost made me feel nauseous. Also, moving vertical would send you in a straight line, but moving horizontally sends you in a diagonal direction (WRT the map), and I found that to be somewhat frustrating

david-huculak 2024-10-09 03:38

oops.. nevermind about the low framerate thing. I was playing on a bad setup.

davidsheadgames 2024-10-09 03:38

It feels a lot like it could be a great mini-game in a Splatoon-like game. The music and the character models looked really on-point and colorful!

It probably could have benefitted from an ending... unless I missed it after dying at like level 9 or so.

Nice job!

snowdrama 2024-10-09 08:13

@facundo-santos Thanks! Having multiple tracks was something I definitely hoped for, my past jam games usually only have 1 if any at all.

@v1ru6 Glad you enjoyed it!

@rodorodo Yeah for sure, the paint stuff took a long time to implement so in the end as cool as it works I'm not sure it was worth it over doing a tile grid like we had initially planned but I wanted to focus on visuals this time around.

@darefus Hahahaha that'd be interesting for sure add a "pet the dust mites" button hahaha

@skleembof Thanks for giving it a shot, unfortunately we didn't have time for new elements, the level generation took most of day 1, the paint stuff took most of day 2 and then day 3 was just getting it doing multiple levels, implementing music, menus etc. so unfortunately that was it. But Thanks for playing! OHH and on that last note, It should also say C my bad, it says X because it's X when using an Xbox controller it's C on PC yeah I'll patch in a change to the text that adds C so future people know.

@david-huculak Thanks! We definitely focused on presentation and stuff more this time around more than the actual mechanics, the goal was to go more simple as usually I inflate the mechanics side and then everything else takes a hit, polish/graphics/audio etc.

Yeah I knew the framerate was going to be an issue on lower spec PCs and WebGL performance makes the performance even worse but it was well known going in just because we were going for a style that was going to have a high poly count(problems with Voxel style games)

As for the control thing, yeah it is relative tot he camera rotation so as the camera rotates, it always moves directly left/right relative to the screen. I considered a locked camera due to it, but I left it as a tradeoff for better visibility of the maze.

@davidsheadgames yeah the game was initially supposed to have an ending, after like 5 or so levels. It was supposed to grow from a 4x4 maze to a 16x16 maze and then end but unfortunately, due to issues with Unity taking upwards of 3 minutes to load on every change, the last 6-ish hours I really could only get like 2 hours of work done, so the ending was cut with an hour left to finish. The maze generation took a whole day by itself, and then the painting stuff took most of day 2, so day 3 I had that last 2ish hours to implement sounds/music, menus, UI, and level progression, which is why it ended up being just an infinite loop. Anyway thanks, appreciate the feedback!

neowhoru 2024-10-11 23:47

It reminds me of splatoon and qix to fill the ground. I really like the idea and the visuals. Music matched really good. I had just a bit problem to solve the second level lol. I didnt got over 52% filled even if i was fast :)

snowdrama 2024-10-12 04:50

@neowhoru Yeah it was partially inspired by Splatoon for sure! Were you defeating the mites by kicking them? Defeating the mites will prevent them from taking back the area from you. If you did that and it still never went over 52% then it might be a bug with the percent calculation I haven't seen before but not sure.

bstabuu 2024-10-17 19:23

Oh hey, it's a bunny game! Even though it was really easy I enjoyed playing because of the aesthetic, music and mood. So definitely a high score there. Personally it felt really awkward to control the character with arrows and not WASD, and to attack with a keyboard button instead of a mouse button. Also as other have noted sprinting should be the default, there's really no reason not to sprint.

weirdbitgames 2024-10-18 20:53

Wow really kicking music! I like the concept. I feel like many games don't use Splatoon-like mechanics or do them well. I like the chonky character designs too!

hubol 2024-10-19 23:46

I love the characters and music! I wish there were sound effects!

snowdrama 2024-10-20 16:21

@bstabuu Yeah sprint was not a planned feature it was more for testing to speed up covering the ground, and early versions had you backtracking way more because the levels were larger. But due to time it just got left in instead of removing it I just added the control on the controls screen, but I regret not disabling it, the main walk speed is the intended movement speed.

@weirdbitgames Thanks! We almost didn't go with it just due to how expensive testing the coverage of the area was performance wise and instead almost went with a fairly large grid of tiles but I'm glad it worked out this way.

@hubol Could you not hear the sound effects? There was sounds for attacking, hitting the dust mites, and getting hit, but it may be bugged if there's no sound effects.

chuchugeralt 2024-10-20 17:42

Really nice game! As already mentioned, the style is really nice. _After_ I found out how to attack, the game was pretty easy. Personally, I would like to have more feedback on getting hit. If there was a sound effect, I would not have noticed it (so I cannot tell you if if wasnt loading or if it just wasn´t loud enough) The first time I lost, I couldnt figure out why. Saw the "health bar" after three or four floors lol. But i really did like to clean up the green mess!

Nice entry!

mrtroy 2024-10-20 19:13

Thank you all for playing. @goodwincek Thanks for making a video of this, I got to see how things played out for others. If you leave it up, this will give me a good feeling of where the game was post jam, if I decide to keep cranking away at things. :smile:

@weirdbitgames @hubol I'm actually a little proud of the music. I do wish I had more time to play with the audio, but I lost Monday, so I had to dump most of the sfx. Also none of the VO made it in, cause it was too difficult to get the sound right.

snowdrama 2024-10-26 12:04

@chuchugeralt Yeah sounds are something that it could have improved a bunch, there's supposed to be a hit sound, but sounds like some people couldn't hear them and I'm not sure why it's not playing them, I also think adding powerups like health drops would have made it more obvious.