FoonLudum Dare ExplorerLD56 → Code Bunny

Code Bunny

By stevie257 and Bstabuu

View on ldjam.com

CategoryRankScoreCount
Overall614.1636
Fun374.1636
Innovation6683.1335
Theme5693.6436
Graphics1994.2336
Audio584.1336
Humor8602.3330
Mood2863.8336

Comments

maneoliz 2024-10-08 18:48

this is quite fun! in my personal opinion the all white environment feels like it's shining my eyesight away but otherwise a great game!

ruruie 2024-10-08 18:55

This is actually an amazing jam game. Slick as anything. I think the upgrades needed a safety or some checking. Sometimes they seemed to take and sometimes not. Might be because they need to be taken in order?

grizeldi 2024-10-08 19:05

I'm always skeptical when it comes to 3D action combat games in LD, as they're very tweak heavy and hard to do well in a weekend. But you guys managed to get a rather smooth and satisfying feeling combat system going, congratulations!

That said, there are a couple things that could make the game even better: - A cohesive art style - flat shading everywhere in which a rather detailed sword swing VFX looks rather out of place - Shift to dash - might be just me, but in my gamer brain, shift is always the go faster button, never space - Menus - I know we all hate making menus, but your game looks a lot better than your menu :smile: - Power state changes - the blue -> purple -> red transitions feel great, but the whole system is a bit glitchy, sometimes not resetting when I start a new wave or randomly downgrading me from red to blue directly, only to then upgrade me to purple a moment later

cytherabbit 2024-10-08 19:21

Wow, the combat feels so cool and juicy! I love these visuals. Wave transitions and attack effects look stunning.

alpacalypse 2024-10-08 19:27

This is very good at selling action and impact with the effects, good job.

just-a-dev 2024-10-08 19:36

Well that's a juicy one! I love it!

Made it all the way to the end of wave 15 (the game stated to fell laggy after ware 12 or so when there was to many enemies on screen), the difficulty curve ramp up nicely

The combat feels great, the visuals are nice, the particle effects are amazing.

My only neat pick are that the regular dash feels a bit underwhelming, especially when you also have a dash attack. Also the UI between waves could use some polish, the CPU image in the background doesn't look so good in my opinion.

kiririn51 2024-10-09 15:39

I love simple concepts that focus on impact and effects looking and feeling good. Depth is not so much a requirement when my brain simply wants good feedback to my actions, so the depth here is the cherry on top with the upgrades and such. Really good entry.

vengerbergskaya 2024-10-09 15:50

I really like how combat feels. Great responsiveness! Stylization also works great. Felt sad, though, when it turned out, that I can possibly be red, but I can't really even spamming attacks doesn't allow you to continuously stay in the color. But this might easily be solved with higher pace

solidhinken 2024-10-09 15:51

The way the movement is polished blows my minds! Amazing job

tricky-fat-cat 2024-10-09 15:51

This is quite a strong submission. I do like the art style, gameplay and the overall quality of the game. What I would recommend to change: 1. Make the default character speed a bit higher 2. Move the energy indicator from the corner to the character to make it easier to see 3. Slightly increase character acceleration after stopping during attack while moving

Great job!

mttt322 2024-10-09 15:57

WOW-WOW-WOW! The polish on this is amazing, dude. Did you really make all this in just 72 hours? You’re a beast! D:

chaimello 2024-10-09 15:58

I had to stop myself at wave 7 because I could play this all day. I love the simple graphics and flowy combat. The sound effects elevated this project to a whole new level. I would absolutely play the heck out of a full game with more enemies and level types. Very cool, solid vision, and well made.

serenitydev 2024-10-09 16:26

Got through wave 10 but could definitely keep going as this game is incredibly fun. Combat feels perfect, every time I got an upgrade for the dash attack I took it and it made my route so fun as I got to just dash around. The character and enemy models look fantastic, the electronic screen between levels was fun. I think the environment could look a bit more interesting, perhaps a different color each wave, not too bold of a color, something low saturation could work.

Overall this game was phenomenal, already feels close to a full finished quality game in just 3 days, simply amazing.

becher 2024-10-09 16:43

Really cool loop, work fine and game feel is great. And as other said 3D game polish like this one in just 72h, it's amazing.

thesmellofoxygen 2024-10-09 16:59

This is an amazing and juicy entry with super slick combat! Wow. I can see myself coming back to this regularly if another enemy or level variation was added. My only problem is that, at least on Firefox, performance slows to a crawl the longer your play. I got to level 15 and tried enjoyed my "bullet time" slow mo action, but it simply became too sluggish to continue playing. Strangely, it remained slow even when no enemies were on screen, so I suspect it's not fully removing slain enemies or something. I hope an optimization pass is made on this entry because I really want to bookmark this one for later play sessions!

I wonder if a rebalance for the upgrades might be in order as well, making rank 3s rarer or something.

The armored bugs were a great idea and the energy management was smooth and flowed well. Perhaps an area denial enemy might fit later stages? Glitches had three health segments and seemed to get invulnerability briefly when one was depleted. I wonder if having later glitches cycle down through the "power intensity" colors as you remove segments might be fun, with them spawning more/harder enemies when they're closer to full health.

deantwotwo 2024-10-09 17:06

Really cool music and cool game in general! Feedback: Could be great to have a mini map where you can see the remaining enemies. I was missing 1 enemy at some point and had to look around for a while

cpaz 2024-10-09 17:18

Super impressive game! Presentation was extremely cohesive and the feedback between vfx, sfx, cam shake etc was super well done. From a UX perspective, I maybe would have put the health and energy at the top or bottom of the screen or on the character, to make it easier to glance at. Fantastic work, this is one of the best games I've played at the jam so far!

magopian 2024-10-09 17:28

This is some high quality game, congratz! As a small feedback, i was struggling (a lot) because the keys were for a us keyboard, not a french one, so moving around was HARD. Also, i'm not sure i understand, because the space key didn't dash, and i'm not sure why, but it felt that the right mouse button would only dash-attack sometimes? Anyway, really impressed, the music was very energetic, and the overall pace really enjoyable.

rhyst 2024-10-09 17:30

Very well made, only issues I noticed were slowdown and I'm not sure the energy bar is changing scale when you increase max energy so it stays looking full even after using some. Also the sound of the enemy armour breaking sounds aggravatingly close to what I think is the Steam notifications.

dianavi 2024-10-09 23:17

Ok...... Thanks for the VFX lesson! Your game is really cool, and the gameplay is simple but fun (especially with your VFX). Thanks again! ^^

mrtroy 2024-10-10 01:42

I made it to wave 17... my computer started chugging. This is a really solid entry! I'd like to see more of this!

By level 21 it's almost unplayble for me. :( code_bunny.png

jordantanner 2024-10-10 13:41

As others have said, combat feels really juicy and smooth for jam game!! Really nice. The moves feel good and the upgrades make sense. Audio adds nice vibe, and you sold the tiny creatures theme pretty well with the zoom-in on the CPU as a battle arena. A couple suggestions:

- A Faster attack animation. It just felt a bit slow to me for a sword slash. - A little more feedback when you take damage might be nice

Question about the music. Did you have two versions of the track playing, and you would crossfade between a more subtle one during the upgrades and a more intense one during the fight? That's what it seemed like to me at least! Overall very fun entry guys, nice work

rio85 2024-10-11 12:48

A really well made game, very good entry. A few points that in my opinion could be improved:

- In this game, we are moving with WASD and then your mouse attack takes over any WASD input, making the player have to wait for the attack to finish to be able to control movement again. This is just my personal opinion but, in this kind of top down game, tight control over the movement is something essential, and it is lost due to this duality of mouse attack/direction also affecting movement. I would personally like much more if the attack didnt affect movement at all(hotline miami style), or if you attack in the direction you are already moving to(hyper light drifter style).

- Shift to dash is a standard on this kind of game and it just works.

lachlan-james 2024-10-12 04:12

Hey, this was really cool. First off, big ups for the dynamic music - loved the way that the layers popped in and out in response to the action on-screen. Nice approach to the theme too - I know our team and many others ended up in the sort of forest-y realm, so this felt fresh to see and play.

Agree with other comments about the attack interrupting movement feeling a little off - movement itself felt pretty tight, and the attack itself felt juicy, but the interaction between the two made me feel a little clumsy rather than deadly some of the time.

Love the visual feedback and attention to detail, some cool variation in enemny types, and an interesting upgrade tree. Strong submission indeed!!

bstabuu 2024-10-12 17:12

@ruruie if you're talking about a number in the name of upgrade - it simply shows how powerful the upgrade is. You can get lucky and roll powerful upgrades. They don't need to be taken in order.

@just-a-dev the CPU is actually a 3d model... I was going to make a full model of the motherboard for the screen between waves but it was low on priority list so we ended up with just a CPU and a flat image.

@vengerbergskaya @grizeldi about sword color system: power is gained by dealing damage and lost by taking damage. The color you obtained also doesn't reset between waves. Currently it's a little hard to maintain a power state though, because attacks from enemies aren't telegraphed enough. We had an idea on how to fix it but ran out of time. We're gonna implement it should we make a post jam version.

@tricky-fat-cat @cpaz @just-a-dev We have decided early on that the game will be "movement-focused" but even after all the tweaks it seems like it wasn't enough... Thank you for the feedback, it's really important.

@tricky-fat-cat @cpaz totally agree about the UI. It definitely needs to be placed somewhere it's easier to see. We might even make it part of the character itself if we make an updated version.

@thesmellofoxygen @mrtroy thanks for the feedback and suggestions, and we're aware of the performance issues and it was even worse in one of the earlier builds... We have implemented some fixes but it wasn't enough to fix it completely. We assumed no one would play long enough to notice the performance issues but it looks like we were wrong.

@deantwotwo thank you for the suggestion. Once you have eliminated all glitches, all of the remaining bugs will chase the player. However if we make an update I think we will simply make all bugs lose HP quickly if there are no glitches remaining. If the level will become more complex however, the minimap is definitely needed.

@rhyst there's definitely something up with the energy, I have noticed it too... I will check it with my programmer.

@jordantanner that's correct, @stevie257 made the music adapt to the situation on screen. Agree that there should be more feedback when player is hit. It will go into the to-do list together with more enemy telegraphing for the potential post-jam version.

@rio85 @lachlan-james we actually had a hotline miami style movement in mind initially and the earliest prototype had it. But in the end, considering all things, we've decided on the movement we have currently. I agree it needs some tweaking to make it less clumsy.

Thank you all for playing our game and lots of useful feedback!

thenbcorpse 2024-10-25 20:20

This feels *really* polished for a game jam game, everything feels extremely cohesive. The graphics have a nice style, the music and sounds are very clean and fitting, and the gameplay easily made me play for around 20 minutes. Definitely one of my favorite games I've played this jam!

bstabuu 2024-10-25 21:10

@thenbcorpse hey, thanks for playing our game so late into the jam. Glad you enjoyed it.