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A jam submission

The Story of a Ferocious Rabbit (Pirate Jam)View game page

"For Flopsy, for Mopsy, for Cotton-tail. I am no longer Peter Rabbit, I am a weapon of retribution,"
Submitted by Cas Windsor — 6 hours, 30 minutes before the deadline
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The Story of a Ferocious Rabbit (Pirate Jam)'s itch.io page

Judge feedback

Judge feedback is anonymous.

  • The design document is well organized and clearly laid out. The game's initial summary and the inspirations that led to the concept are discussed. The initial gameplay features that are intended to be put in game are all described well, as is their purpose within the game. The way the game meets the theme is also presented and discussed. There are references to stylistic intent throughout the document, but there is not a dedicated section discussing intended art style or audio, if any. There isn't an itemized development timeline, but the document does make reference to how long was spent on the process overall. I was not able to figure out how to get the game to "begin" using just the controller. It's a little weird to use the controller for everything except that one button. Within the game the controls work well. The Zoom feature worked, pause worked, I didn't have any issues with the controller in either Edge or Chrome. The level design is well done. There are a variety of physical obstacles to avoid as well as set items that will pass both behind and in front of the plane and a whole sky above the ground as well. Good variety of enemies, and good too see them spread out on the ground and in the air. I also appreciated that I could fly back where I'd come from and wasn't immediately locked out of a space once I'd flown too far to the right. The stall and restart mechanic worked really well. I was able to stall the plane several times and get it restarted before crashing. Great touch making the plane stall out if it flies too high as well. Several of the enemies also seem to be hidden around in harder to see places, so between speed and completion there's lots of reasons to keep replaying.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1rURg_onqYYS97xu7deB3hOf8JZPhq-_kEhgf6qenFXo/edit?usp=drive_link

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
Instructions:

Cull as many badgers as you can. When the bombs run dry, remember... "You are the Weapon!"

There are 12 armoured targets in total, but only 11 bombs.

The game was made with a controller in mind, and the web build seems to work way better in Chrome. I recommend playing in Chrome and not Firefox if you have to use the web build.

Stalling:

This little plane has seen better days, and if you climb too steeply for too long or if you fly too high, the engine will stall.

Hitting the restart engine key will attempt to start the engine again, but you must level the plane out first, or it won't restart!

This game has controller support, but sometimes doesn't work with Firefox. Please let me know which browsers do and do not work with a controller.


Controller Input:

Left-stick, Up & Down: Increase & decrease speed.

Left-stick, Left & Right: Pitch control. Rotate anti-clockwise & clockwise.

Y: Restart engine.

X: Flip the plane.

A: Fires your machine gun.

B: Drops a bomb straight downwards.

Left and Right bumper: Zoom in and out.

Start: Pause Toggle. Show audio options.


Keyboard Input:

W & S: Increase & decrease speed.

A & D: Pitch control. Rotate anti-clockwise & clockwise.

R: Restart engine.

F: Flip the plane.

G or Left-click: Fires your machine gun.

H or Right-click: Drops a bomb straight downwards.

Keypad + & - : Zoom in and out.

P: Pause Toggle. Show audio options.

Please explain how your game fits the theme:
To get a perfect score, you need to take out all the armoured targets. The problem is, you're just one bomb short. To take out the final target, you have to turn yourself into a missile.

There are 12 armoured targets in total but only 11 bombs.

Thank you!

Is there anything you'd like the judges to pay particular attention to?
I spent the most time on getting the plane controller to work and feel right. What do you think about the stall mechanic?

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Comments

Submitted

Congrats on completing the jam! I didn't manage to get too far but I may just not be cut out for this kinda game.

I think you used the assets really well to make a game that flt cohesive. The music worked well with the "revenge" setting of the story (Cotton-tail :( ) and the usage of planes. 

Some comments:

  • I thought that "armored" target were the card on the road but it turns out it's actually tanks. So that was a little surprising. 
  • I feel like the hit boxes for the balloons is a little small. There's a few times where I aimed for the balloon but was a little short and hit the basket instead and then died. Would be nice if it felt a little bit more fair
  • Every time i started a level I zoomed out as far as possible. I felt like by default we are too zoomed in to see where to go.
  • It would be nice if the damage indicator for the planes and other multi-hit items was more obvious - I was confused why they didn't explode with a single hit and if I hit them at all.
  • I think that if gamepad is the default then the UI should also be able to be navigable with the gamepad.
  • It would also be nice if the regular ammo shooting distance was a little longer. I felt like i would shoot, somehow miss and then immediately die because i ran into them.
  • Since the player can't really move the plane horizontally on screen I think it would be nice if the plane was positioned near the left instead of center. It gives more opportunity for the player to plan their next move and also not suddenly run into enemies or obstacles.
  • Once I knew about how to control the plane it felt good. The stall mechanic is a nice touch.

Great job!

Submitted

This was very fun! I like the concept and the game looks really good for something done in just 2 weeks. Took me a few goes to get anything right, and still not close to getting all 12 vehicles. Also the music suited the gameplay very well!

Developer

Hey!  Thanks for playing.  I'm glad you enjoyed it.

Submitted

Yeah, as you mentioned the game takes a long time to load.

Based on what i have seen i can imagine what caused your game to be so big.

I think changing the machine gun and bomb input to the mouse, having two hands on the keyboard is a bit odd.

The flight controls are pretty solid and easy to understand.

The game's looks and audio are alright, a bit glitchy, but that might just be because its a web build.
Overal a good job, it works well.

Developer

Thanks for playing.  The flight controls have been really designed around using a controller, but I'll add some options for choosing mouse button guns and bombs.

I've never made any web builds before this one, so I'm not too sure how to optimise for best performance.  On my machine and in Chrome, the initial glitching seems to clear up if you play once then reload the page.

Thanks again, I'm always glad of the feedback.