That's awesome man! Thank you so much ^^
Mark Walters
Creator of
Recent community posts
I just released the demo for my first game ever, after two years of development.
Rhythm Rabbit is a fast-paced rhythm action game, in which you move automatically on the beat of the music, but the amount of steps (shown by the number of music notes) changes on each move. You will have to quickly decide on which way to go, as the rabbit won't stop moving on the beat. The goal of each stage is to get to the carrot.
Download here:
https://markwalters.itch.io/rhythm-rabbit
![](https://img.itch.zone/aW1nLzE3MjI4MDE3LmpwZw==/original/pDHqDl.jpg)
![](https://img.itch.zone/aW1nLzE3MjI4MDIzLmpwZw==/original/pXkd%2Fu.jpg)
![](https://img.itch.zone/aW1nLzE3MjI4MDI2LmpwZw==/original/mVsOJY.jpg)
This game gives off an amazing first impression. The art and animations are all wonderful and it got me really excited to play this game. However, the gameplay felt a bit short. The enemies were all a bit hard to hit, especially the flies, since it's not possible to attack vertically. I like the idea of the dice, and it feels right because of the setting, but I did not feel like the dice did anything or gave me an advantage. There probably was just not enough time to make the visual component for all these buffs. Maybe I sound a bit too critical, but I really want to like this game, because it truly looks phenominal.
I like the idea, but I don't know blackjack. There are some instructions, but I could't completely figure out how the score works. What I do understand, is that there is some forward thinking and memorization involved, which can make things exciting up until the reveal, having you constantly second-guess yourself. It's a cool idea. I'm not sure whether this really fits the theme though.
Very cool game! Especially that soundtrack was killer. It reminded me a lot of the stone tower theme from zelda. Skipping through all the text every time was a bit annoying though, especially since I died a lot. I liked the idea of doors, but remembering the right door and having the number changed last second, was a bit annoying as well. Maybe you could have the number just influence the destination, but enable the player to enter nontheless? Or maybe there is a dice in the dungeon that reshuffles the rooms when you roll it. I don't know. Still an amazing piece of work for only 48 hours.
It's not super original, but it is a lot of fun and it got me hooked for a while! I died after I played for maybe 15min or something, but I don't know for sure, because there was no score at the end. Even though the guns are random, I like that there are still packs to choose from, however, it's a little annoying to go through a menu every few seconds. I would maybe automatically roll after your gun is empty and have you switch packs either with an extra button or between stages (if your planning to add more). Also reminded me a lot of Enter the Gungeon.
These kind of clunky games can be really fun, but what I'm missing here is an incentive. Maybe you could give a limited amount of time and set the goal for a certain amount of money you need to earn. I like the ''grill them just right" mechanic, but when it just turns black at the last second, it feels like I'm paying for someone's medical bill xD
I like the idea, but I feel the way it's implemented atm doesn't fit the game you're trying to make. In your game you get chased and there is almost no time to second guess the directions you've chosen, so when you have to quickly jump somewhere, you're either lucky or you have to roll the dice, at which point the enemy has caught up and you die soon after. I would either speed up the rolls to the point it's about hitting space exacly at the right time to get the right amount of height, or slow down the level and make a puzzle mechanic out of it. I really love games like Super Meat Boy, so I know what I would do ;)
This is a really great idea! I'm very curious what you would do if you decide to develop this further though, as I felt 48 hours is probably not enough for this kind of game. The humour is great, but the thing that makes this fun, is where you get to deduce what actions will get you the best result. This was well done with the statue, but I would have loved to see more of this, because it's fun to solve problems. I think if there would be more of that and a little more punishment for doing something bad, this could be a very exciting game. That said, I have to say the art looks truly phenominal.
This game is amazing! The art and animations are wonderful and I thought the whole resource management thing was just brilliant. I would maybe speed up the recharge of those dice a bit to keep up the flow and maybe not have all the enemies wait right behind each door, because I always immediately went back to the previous room where I could "funnel" them and that was probably not the way you intended me to play this. But I honestly think you did the best with the time you had. Definitely one of my favourites. Btw, at the end I got stuck in a room with 4 pillars. Was that the end?
I got 3:08. Up to the point I died I wasn't sure what the goal was. Turns out it's don't die xD. Anyhow, if I were to give this feedback, I would suggest to do a little bit more with the environment. Either make a maze or keep it simple, but at least have some structures that will give you an idea of where you are in world. Knowing where you have and haven't been would make exploaration and the search for dice a bit more fun I feel.
Very cool concept. I think this could be very fun if you improve the rng a bit. It feels rewarding when you keep track of what's going on and you spend you resources where it counts, but often you're dealt a bad hand and there was no way of defending against the approaching horde.
If you plan to keep working on this, I would maybe also change the UI a bit. I would not have my UI also be a game object. Maybe you can have a dice at the head of your skill bar, or have the roll button at the bottom and replace it with skills after each roll and than have those arrows attack something more tangible.
I've played a few of these now, but this is probably the cleanest execution so far. It's hard enough to visualize your steps, so I appreciate the simpleness. Whether intended or not, the dots you have to match up feel more like hints instead of an hindrance. This is especially appreciated when rolling over longer tracks, where it becomes more difficult to remember exactly what side should be facing up at what tile. Good job!
A man, I can't keep up with the orders xD. Cool idea though. I like these types of stressful games, but I just really suck at them. One thing I would change is probably increasing hitboxes. I misclicked about half of the time. Other than that, solid entry. Kinda strange these people are eating dice though.