Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BunnyChamber

42
Posts
1
Topics
9
Followers
20
Following
A member registered Apr 04, 2020 · View creator page →

Creator of

Recent community posts

That's right! Enjoy! I'll see you in 3 years.

Thank you for the feedback <3 

Its like those surreal japanese shoot' em ups!

Excellent dungeon crawling experience! 


I do find the time to kill takes way to long considering the swing cooldowns though. 

Thanks a lot my dairy friend! Someday small projects like this will make me some cheddar!

Now THIS hype realized!

Thank you for playing! ^_^ You got those aspects of my design right, And yes I apologize for the lack of an indicator on when bread breaks the longer you hold (they do have HP values actually just forgot to make art for them and for the pull mode of the ship). And thank you for your input on the cheese bread speed, I couldnt get enough input during playtesting  so I didnt really have a clue on how to make it interesting. 

Thank You! ^_^ I was stuck for 4 hours coming up with a concept and I took a snack break. Guess the snack...

Thank you! ^_^ I suck at programming and my code was spaghetti so I just decided to do one big video instead to not mess up the code. 

He played the Kazoo at a funeral Morty! Funniest Shit I've ever seen!

Fantastic Pixel Art

The concept itself is pretty fun. Although what isn't fun is that there is absolutely no indication of what the controls are and alot of guess work into controls is hardly a good thing. Perhaps adding a timer as well to atleast set the player to ready him/herself with. 

Overall, its a pretty good experience.

Though I am not particularly fond of slot games, I have to say I do dig the aesthetic of this.

Thanks for playing our game! And We really appreciate the epilepsy warning you put on there, Ill put that in immediately.

It really suits the theme well! Although simple, the gameplay is super fun as you emulate Black Friday gathering up what you need but those damn customers keep getting in the way!

The movement feels really smooth and the controls are very responsive the jump is just right. I just wished the customers had more of a pattern to them than just random walking but hey it's frantic and "Out of Control". The Clothes store in particular I couldn't get inside of but I did manage to speed run alot of the list in just 2 minutes at best.

Overall, I give this game 5 Chic-Fil-A Chicken Sandwhiches out of 7

Very Depressing. Good Job! 10/10

(1 edit)

Thank you so much for your thoughts on our game ^_^ Dont worry, Ill try to smoothen out my difficulty curve even more the more platforming projects ill make. Im glad you had fun regardless :)

Thank you so much for your very detailed review of our game! Im the game designer,artist,and level designer and im happy that the stuff I worked on got you impressed so thank you! 

Don't limit yourselves to how the files are named! Use your imagination for each one of the sprites I made to display your unique mechanics.

Everything was polished amazingly! The combat was super smooth, the design is really good especially with the synergies of throwing your sword and dodging to control more space is really fun to pull off. The boss fight was definitely a treat and the art style looked really fun. But the best part about thsi game is that damn music! Take it away and its just your average dungeon crawler but with the super hype music it made me wanna do things man!

My huge complaint however would be how this game matches with the theme. It was rather one dimensional, how you HAVE TO sacrifice one of your guys just to enter the next level and it just makes me wonder why cant I just kill them from the start? 

Overall as a game, it is really polished kudos my friend! As a game about "death as a new beginning" I think it could be explored some more. 

Thank you so much for the feedback! I suppose in hindsight such a level should be needed (I suppose it shouldve been level 2 haha!)  I intended for all the interactable concepts to be all in one place because I wanted the "real game" to start already so that the player may see whats in store for future levels. 

If ever a remaster is in store, this WILL be in it to make a smoother transition into the mechanics. But for a jam like this one its all about that smack in your face content so Im still proud of level 3 as the introduction.


Again, Thank you so much for your constructive cirticism! This will surely improve my path to becoming a professional game designer :)

Sorry man :( Its still cut up

Sure thing my guy

(1 edit)

A simple yet a clever game. I appreciate everything about it. From how thought out the levels were, the simple mechanics and the animations are really satisfying to look at all be it simple. 

And what sold me tbh was the damn music, I can bop to that s#!t all day! 

One of my complains however, is that blowing yourself up is rather time consuming as you respawn back to the spawn point which is rather pointless given that the map layout will stay the same. I would fix this by simply having the slime blow itself up, piece itself back together in its current position and move on with the level to fix the game's flow a little better. Also on the tutorial level, certain parts requires me to jump repeatedly to just see all the instructions its kinda nauseating but nothing a little click and drag wont fix haha!


Overall, good job my friend! Now back to listening to that bop music.

Hello! Game and Level Designer here. Thank you so much for playing our game and giving your review on it. Im happy that you loved my levels, I spent a good 2-3 hours on each one of them, and that I hope I could make more content for it in the future if this game really is THAT demanded. I also made the art and Im glad that you like it as well, Im rather new to pixel art as I am mostly a game designer than anything else so I needed a way to convey my designs other than programming. 


As for the level editor, if you're having difficulty understanding the logic gates there is a manual level provided by the programmer that you could try out and study the gates with ^.^


Again, your support is much appreciated and heres to the future of all our games!

Ohh yea yea! Thank you so much for your feedback ^_^ And sure thing my guy ill rate your game!

maybe when quarantine is over mate

Thank you so much for playing our game! (Level /Game Designer here) The first 3 levels were designed to be Tutorial levels using the "show dont tell technique". Players in level 3 were given a wide open space to experiment and discover the mechanics which govern the entire game, which I theorized would lead to some amazing revelations :D

Thank you so much for playing our game! ^_^ The character's speed and the level design were balanced out in order to provide a speedrunning experience as well as not to wait on your ghost for too long xD

Also thank you so much! I myself am quite fond of your entry as well! As the game and level designer it means alot to see people seem to enjoy the difficulty curve as well as be surprised by the solutions that pop up on each level, especiallty level 3 which I assume was what made you shocked in your comments. ^_^

Im happy that you find the difficulty curve solid. It means a alot as the game and level designer ^_^

I mean we accept donations ;) 

You know for a first jam game it ain't that bad! I think what lacks here is the essence of polish. For your future jams, a tip I could share would be that to invest 20% of the jam into making your game game and put 80% into what you want that game to be. Something as simple as a fireball can work wonders if you took a day programming it and the next 6 days just making it the most amazing fireball ever. 


Good Luck with your future jams and that I hope to see you guys improve in the future! 

Perhaps need a little bit more polish. But what I will say though is that the mechanic of dying in a new form is definitely super interesting and must definitely be touched upon even more! 

Fantastic Level design! So much depth yet so little complexity which I find most important for a platformer in my opinion. A nitpick of mine would be that the jump physics for the human mode is a tad too heavy and rather inconsistent which makes certain jumps a 50/50, while the ghost jump physics are superb! Overall, an amazing game that shows that less is more.

Thank you so much for playing and leaving a review! Im happy that you found it challenging and fun ^_^ I spent a good 2-3 hours making some of the more difficult levels but I hope the curve wasn't too steep for you. 

Level Designer here! You made such a short yet so sweet level :> Im happy to see such important level design elements like how the pit under your spawn has some little space for you to make a platform with the Chomper and its the little things like that that make me so giddy over level design. Well done mate! 

Thank you ^w^