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In playing this wonderful game, I had some random thoughts and things I noticed, I've listed them here.

- When picking up health, the percent amount seems to be more or a vague number, seeing how my health doubled on the first pickup.
- In the short amount of time given after 6am to move around, I noticed I could still pick up items on the ground, but not souls, leading to a sad good score instead of a perfect score.
- I wish I could explore the forest or do something when it's not night, especially given the story of the game.
- I find the game easy in terms of difficulty, it took me until night 5 to actually take damage and even then I was able to heal if off right away. I did notice it ramped up swiftly at the end, though.
- The ability that gives a random chance to shoot three arrows instead of one I feel shouldn't be random, but be a secondary action (right mouse button maybe?) that is on a cooldown, with each upgrade decreasing cooldown or upgrading the ability. I found myself running to the other side of the play area if a stray shot hit a bunny on the other side.
- OMG THERES AN ENDING?! (Endless would be cool to have)

In conclusion, this game has a good amount of replay-ability, which is my usual criteria for a "good game". It gave me that "flash arcade" vibe, that I'm sure other people will probably really like about this. It's not something I could sit down and play for hours, but it's a short time killer that's good enough for sating boredom.

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Much love for the feedback. You've brought up some interesting points that we'll gladly explain.

- Yes, the souls are on lock down as soon as the night ends. This is due to the 'Night Complete' controller records your score right then and there. For story purposes, 6 am would be the time the night actually ends and the sun vanishes the souls. As this was something I wanted to address in game, some some leeway before the screen goes black would be the best solution for this I believe.

- The health pick up is entirely a brain killer for us as both the end boss and secret boss can do massive damage. The text however does say like 6% which is technically bullshit lol. Currently working on another a final update and this is definitely on the list.

-  Your idea for the exploration part was actually an idea we wanted to take part of but felt that it took away from the arcade feel of the game. However..... this doesn't mean we're not gonna eventually do something like this (wink wink nudge nudge punch).

- The difficulty is on purpose. The game is easy due to a hidden and rare boss in the game that only appears once that week. Not to mention the ability to collect souls for skins. But if anything it does feel too easy and we definitely can amp up the game a tad.

- As for the random arrows upgrade, there's a super small cooldown for when the bosses takes damage that allows this powerup to be more effective. This is the main reason or this upgrade.

Thanks again for your feedback. Seriously!!!

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This was a pretty fun experience! The sprites are pleasing and nicely animated, and the accompanying music matches the game's aesthetic well. It was also fun to discover all of the strange and random items dropped by the bunnies. I feel like having to manually pick up the items is a bit of an odd choice, considering that souls can be picked up just by moving into them, but it's not a big deal to me.

I only have two real criticisms that I can offer for this game. The camera swings around too dynamically as I move my cursor to aim and shoot, and it's a little hard on the eyes. Additionally, I felt like the game was much too easy, and I only started to find some challenge when the boss began using a wide spread shot that I had to weave in between.

Thank you so much. We're glad you enjoyed it.

- The mouse is definitely set to match the default mouse's dpi, then we initially slowed the effect so the camera can have this dynamic feel to it. This was done due to a strong comment by one of our beta testers with A.D.D saying it need a little jolt while moving. Honestly this could've been easily solved by just having an option that controls the camera better lol.

- As for the difficulty, the will vary between playthroughs. Admittedly the game is meant to be beaten easily but not so easily that you didn't have fun. This is because there is a secret boss that may or may not appear once during that week. Roughly after night 2 but before night 7. If anything, so we made sure the week was still beatable in case you really wanted to beat the secret boss in the game. 

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You're welcome!

I was definitely wondering about that second boss in the game screenshots. I had figured that the boss at the end of the week would be random and didn't try playing the game again to find out. I might give it another go at some point and see if that hidden boss will show up for me. Regardless, I do personally feel that the bonuses granted to the player by the random items is really strong in relation to the nights that just feature regular enemies. Given how dangerous the main boss became towards the end of the fight, I could see the enemies being adjusted to be somewhat more dangerous as well.

This is going a little off-topic, but I did check out your team's profile page. I really like being able to read about the people who develop games like this one; it's great that the two of you are so passionate about what you do!

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I loved the game in beta and very excited to play it now its fully released! :D I cannot wait for more updates for it!!! Nice !!! 

A few more things visually have been added since the beta. I hope you like them.

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Are there any other weapons? Why are there boxes telling me I need to collect more souls to unlock? unlock what? Weapons? Skins? You have 2 defeating art styles that are colliding with one another. Very inconsistent. It really bugs my eyes so it's almost unplayable. The only real good grace on this game is the music. Oh look at that, someone did the music. Makes sense that it was the only thing it has going for it. 1/10 dude. Maybe next time..... >;(

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Sorry you disliked the game. Thanks for your feedback though. It helps with future updates and developments.