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Shapeshifting Rabbits

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A member registered Oct 05, 2016 · View creator page →

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I love the character, he is super cute. I got up to the 3rd room but I am stuck ^^

I love the concept, but I find it too difficult :s I went up to the light but I couldn't find my way up.

I just love falling on the lazer too much to be able to win!

Nice Difficulty, love the art and sfx! nice job!

Thank you! Happy to hear you liked the stealth mechanic!

Yeah it's a common critique, our original idea was around light and dark, how the two are always 'joined together' because one can only exist with the other. We have a few ideas post jam however, like additional static or flickering lights, the enemy that copies player movement, having both characters (the player and their love) move together, etc. We'll see what we end up adding to the game!

We put as much effort as we felt we could during the jam to favour quality of level design over quantity to really show off what we had in mind, but we agree the amount of levels is quite limited at the moment, something we're aiming to correct post-jam.

As I said a bit below in another comment, it's very interesting and informative to hear different player experiences, quite a few people found the levels challenging, a few less (like you) found them quite easy, and a lot of people do not mention difficulty much at all, which I'm taking to mean it wasn't too much of an issue for them because they found it was well balanced.

It'll be interesting moving forward how we balance that better, because we will definitely add more levels, and more challenging ones at that. So I guess we'll need to make sure we help those less comfortable with platformers to ease in the difficulty more progressively.

Thank you for playing our game, and for your helpful feedback!

Pretty funny mechanic and take on the theme! The horse and horseman make an adorable and very entertaining pair!

The platforming was a bit hard, most of the time I wished I could aim in certain directions to pull myself higher.

I found the music a bit repetitive too, and for some reason (at least on my machine) the character sprite was a a bit blurry when moving.

Thank you! Glad you liked the take on the theme, it seems a few people found the game a bit off-theme - which is a fair criticism.

Happy you like the mechanic too, we very much like that we can achieve so much with so little!

Really cool! Such a simple idea, yet a very interesting and challenging puzzler!

There's not much going on with the aesthetics, yet you've made it all look well rounded and nothing stands out as off. The "mine" theme of the artwork is very neat!

Shame there isn't any sound or music, but not really a deal breaker in my opinion.

My only criticism would be about the controls, which are a bit hard to get your head around. I really like the 90 degrees perspective, but I think having the controls mapped according an always indicated "north" of the map (up is north, right is east, etc.) instead of the camera angle would help a lot, especially with the rotating camera. In the current state I found I was never 100% sure what direction the cubs was going to go.

But otherwise, well done, quite an elegant game overall.

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Thank you so much for your lovely comments!

We're happy you liked the level designs, we put as much effort as we felt we could during the jam to favour quality over quantity - hence the limited amount of levels.

It's very interesting and informative to hear different player experiences, quite a few people found the levels challenging, a few less (like you) found them quite easy, and a lot of people do not mention difficulty much at all, which I'm taking to mean it wasn't too much of an issue for them because they found it was well balanced.

It'll be interesting moving forward how we balance that better, because yes we definitely want to add more levels, but also more challenging ones, so I guess we'll need to make sure we help those less comfortable with platformers to ease in the difficulty more progressively.

Glad you found the game (or at least the artwork) fits the theme, we've mostly heard the opposite so far! :D

Nice ideas! I found it quite hard from the get go, but I really like the idea of timing your movements to make sure your past self helps you!

The art style (character especially) is great, and the calm/melancholic music is a very nice touch. It goes really well with the (also) melancholic text you show in the levels as you progress.

Thank you that's very kind! :)

These puzzles are quite hard! I got stumped by the first level that has both static and following skulls.

It's an action/timing puzzle game, which keeps things interesting but yeah I think the difficulty was a bit too much for me. Particularly those skulls that follow you!

The art style really fits the difficulty however! :D

One suggestion I would have is to make the movement controls match what happens on screen when changing gravity. You already did when the gravity is up, but I would also change the controls to make it so that you use UP or DOWN to move when the gravity is on oriented towards either side.

Thank you for the kind feedback! Glad to hear the movement worked well for you!

Very nice idea and quite fun!

I love the fact the character slows down when it has less power stored. I found I generally wait until the last second to zap the slimes, because otherwise they are too far to pick up the power they drop, which made things a bit difficult.

Maybe the auto-pickup could work regardless of distance, but the lesser power you have stored, the slower the power pickups come to you (which would still create the incentive to move away from the tower).

I think there's something there that you could really expand on with some tweaking and more bricks, like having multiple towers, recharge towers (towers that recharge the player, or other towers), AoE damage, etc. Same with the slimes, you could have slimes that discharge power from you/towers, slimes that deal more damage if they are more charged, etc.

Really keen to see more of this!

Thank you for your kind comments!

Yes we definitely wanted to add more levels (which we'll do in a future update) but for the jam we wanted to focus on polish and the cut-scenes a bit more so decided to leave it at 3.

Glad to hear you enjoyed it, be sure to stay tuned if you want to check what we come up with next ;)

This is so cool!

I love the idea and what you actually made of it. The game is very well polished and the sound effects really drive home the sensation of shifting rooms!

You've made sure to introduce new mechanics with very simple "play don't tell" levels, which is so much more elegant than any tutorial, menu or text can achieve.

I really don't know what to add, there's a few additional bricks around the core mechanic of shifting rooms – like the restricted areas – which push the puzzle and decision making even further, which is just great! And you've made a decent chunk of levels too to show-off what you made.

Congrats on one of the best games of the jam by far, very well done!

Cool idea!

I feel like there's two parts to the levels. First you need to understand what you need to do, and in what order. Second you have to execute the sequence of events, while being mindful not to drop from too high so not to hurt birdie, and not get detected.

I found the first step (understanding what to do) the most fun part, though I would probably (as others stated) make it more obvious which objects you can interact with. It's hard to distinguish platforms from interactables, and that's if they aren't both at the same time.

The second part (executing the steps) I found more frustrating: you have to time everything correctly and make sure you don't fall from too high. One misstep and you have to start the whole level again. The timing and movement restrictions are a bit too much I found, at least to start with.

Maybe a way would be to increment the fall distance before you hurt birdie and make some levels where some jumps you need to make are much bigger. This way those puzzles are more oriented towards the movement restriction, and you don't put any timing restrictions on it. You could then also focus entirely on timing levels (like the living room) and the incremented jump height would mean that birdie would only get hurt if the player is really not being careful.

Hope this helps. Well done on the game!

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Thank you! Ideally we'd like the make it so that most of the game you are being chased by the light, but for that first level we wanted to let the player understand they need to avoid the light without putting too much pressure on them.

I think the levels could definitely do with some further fine tuning, I'm aware that you can get past the light at some points that mean you basically can rush through the level. I'm half-tempted to make sure this can't happen so the player needs to be mindful of the timing, but at the same time if you're fast enough maybe you should be rewarded by being able to rush through (but is that fun though?). Something to think about, so thanks for raising it.

The lives system is a recurrent criticism and we agree, we will do away with it in a future update. We may count the number of level retries (so the player can try to best it), but if we're aiming for the same sort of difficulty I think we should not punish players to much by having them restart the whole lot.

Thanks for playing and for your feedback!

Interesting mechanic! I got stumped by the level with the two red blocks and blue-grey platform!

I liked the 'industrial' tone of the music (the heavy beats), very fitting to the game!

Thank you!

Yeah the timing become difficult quite fast. We would have liked to add some more levels in between the existing ones to ramp up the difficulty more progressively, but chose to instead focus on fewer ones that showed what we had in mind! We'll definitely improve on that in future iterations!

Happy to hear you found the aesthetics fit, too!

Thank you for playing!

Pretty cool idea!

I found the moving screens a bit distracting, and it's a shame there isn't any music!

I would love to see this idea expanded upon with more complex levels, potentially with synced or mirrored movement between dimensions to give it more of a puzzle vibe. Definitely worth continuing building on this one! Well done.

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Thank you! We're glad to hear that, your feedback helps us understand what we might need to polish in future iterations, and it sounds like glass blocks really are a winner in terms of communicating the mechanics. so thank you for sharing that.

Quite fun! I like the music which really sets the tone of the game and the pace of the game follows it quite well.

I found picking up the dead slime a bit of a chore, because you do kill a lot of them and there's no auto pickup. I think if you still want the player to have to get close to the slime "bodies" to score points, you could make the player's movement speed a bit higher and/or implement a proximity auto-picker so you don't have to go exactly to the position of the body.

The different slimes where a nice touch, though I didn't find them to be substantially too different when playing. I think the dashing slimes could be a lot faster to pose a bigger threat, and the mother slime have much more life to make it tougher to kill.

Beyond that though I really liked playing the game! The subtle camera shake when shooting is a nice touch - again helps with the whole frenetic feel/pace of the game.

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Fun game! There are so many games out there with this 'linked characters' mechanic, so it's refreshing to see something that basically puts a twist on that!

The execution of the spring mechanic is very good, it feels very real and bouncy and stubborn like any spring would. It's nice you let the player counter balance the restrictions of the spring by allowing the slimes to stick! Though I found that in some places it would have been useful to also be able to stick to walls, especially for those really high walls, or those first spikes – they really stumped me and I couldn't find a way through!

I did manage to stick to thin air though at some point! :D

The music is perfect for this game, it's cute, light-hearted and a bit goofy too, which is exactly how it felt playing these two adorable slimes.

Oh and props to giving how-to-play instruction straight after running the game, directly in the game itself. A how-to-play menu is nice, but I find what you did much more elegant.

Well done overall!

Thank you!

We already did check out your game and left a comment there, just as you did with ours a few days ago! :D

Thank you for the kind review!

We're very glad to hear you liked the mechanics with the lighting! We're keen to keep working on this one for a bit; add some polish, some more levels, probably get rid of the lives altogether. Don't hesitate to follow us if you want to stay tuned!

Playing this alone is a bit tricky but quite interesting! I liked the simplicity of the idea but the difficulty of execution it brought.

I wonder if you could have some power ups that help with that a bit – like a shield that protects you from a certain amount of hits, magnets that attract blue orbs and reject red ones, etc.

I don't know if there's any in already because I can't get past round 1 sadly. I mean, I did, but as soon as round two started the rest of the blue bar went out!

Nice catchy tune, I liked the two robots (I hope thet get their freedom) and the graphics were quite simple but conveyed everything very well.

Well done!

Thank you! Yes the difficulty ramps up pretty quickly, hope you managed to get far enough!

The music is a bit hit and miss, glad to hear you liked it.

Thank you for playing!

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Thank you so much, we're so happy to know you found the graphics conveyed the mechanics well for you, and that you liked them too!

Yeah it's a recurrent critique the mechanic is not on theme, which is fair enough. The initial idea was around light and dark, and how the two are "joined together", in the sense that one is necessary of the other. We've strayed a bit from that - there's no real 'shadow' or 'darkness' mechanic, only one about 'light'. So, instead we opted for the story to be a bit more on theme, where the two lovers are trying to be joined together again, and the pursuer is trying to make the player 'join' the light again.

We also want more levels! We're taking a break from coding to spend time reviewing games, but we're looking forward creating more levels and polishing up the game once the jam is truly done. So watch this space if you're keen. ;)

Your last comment is very very kind, it means a lot to us to know that; very happy to hear someone's enjoyed our game so much! Thank you for your useful and lovely feedback!

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The levels are very interesting, and the stack restriction with the lily pad I thought was a smart design choice to restrict player movement and choices. It kept it interesting! Same for the double jump frogs! But then you give the player some agency how the frogs are stacked, allowing to circumvent those restriction if the player is smart enough. What I'm basically trying to say is you nailed the ingredients and their dosage to make a perfect puzzler, so well done!

The presentation is simple but to the point! I found the music catchy and on-theme; maybe a bit repetitive but I didn't mind it much.

The frogs are super cute, but I had this optic illusion where my brain had trouble deciding if they were frogs or birds with large tails, or birds with large ears! :D

Very very well done overall!

Cool concept :)

The music loop should be a little longer. Also it would be nice to have walls to prevent the player from falling out of the level or detect when the player has lost to restart the level.

Keep it up !

Noted! We'll look at it post-gamejam and see if something interesting comes out of it.

Thank you for the kind feedback!

We'll keep the movement copying in mind, could create some really interesting situations!

Thank you!

It wasn't too hard in the end, we used some assets that leveraged a lot of the logic for us, which allowed us to focus more on the levels themselves and the rest of the core loop, plus menus, etc. The Unity Asset store is a huge plus!

Yeah good point, we wanted a more cutesy feel to the story, but if we were to pivot to something a bit darker we might go towards something like that. Thanks for the suggestion!

Pretty fun! Having to constantly remember to shed your old exoskeleton so you don't explode with it is quite interesting! It's quite hard to buy the muscle memory to do this in the beginning, but I'm a fan of double-edged sword mechanics like this!

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Thank you so much! We've focused a lot on getting the levels right, though the difficulty gets intense a bit too fast for out liking. But instead the trade-off we made was to showcase the idea and mechanics we had in mind, so hopefully that was more valuable and worthwhile!

Thank you!

This was fun! So much so I went all the way to the end! There's definitely a few levels that left me stumped for a while, but I'm impressed by the amount of levels you've managed to fit in, 20 is quite a lot!

I liked the heaven/hell presentation, and the jazzy music of the first levels was very very nice. I didn't like the heaven music as much, as I found it a bit repetitive, but the third and last music was again much better!

I'm quite impressed at how much you managed to get into this game to be honest, so well done!

Gah, sorry! I think I reviewed another game the person said was their first, I must have got my wires crossed.

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Yes the chase was a key component for us, glad you liked that! Glad you found the levels well designed, too!

Thank you for playing and for the lovely feedback!

This is loads of fun! Such a simple idea, yet very well executed. And quite tough too, though admittedly I played with a track pad on a mac – so not the best hardware to be precise. Thanks for doing a build for that platform by the way!

The different orientations, sizes and positions of the walls makes for interesting choices in the placement of lasers, as well as forcing you to always be mindful of your surroundings so you don't get stuck!

The music is fun and fits the pace and tone of the game (which I would describe as "Aaaaaahhhhh! Aha got you! Aaaaahhhhh")

Well done!