A Game for Ludum Dare 48, the Game is called "The Rabbit Hole" and it's a small fun game all about surviving in a magical rabbit hole as a rabbit. You as the Rabbit is falling in an endless magical rabit hole trying to survive and see how long you can last with the help of all the magical support on your way.
The tools used for this Project: Gamemaker Studio 2, Aseprite, Audacity
Cute small game. I think I accidentally skipped the tutorial and was a bit confused about what I should collect and what to avoid haha, but I enjoyed it anyway. Visuals and audio fit very well. Btw I use the same software for game development as you.
Fun game! Very cute art and music. I enjoyed the unique powerups, kept the game fresh.
Was a little hard figuring out what to collect at first (and my dumb self kept running into the heart canister looking things for health lol). Not sure if there was one, but would be perfect if the difficulty kept scaling up somehow, like faster/more enemies and less pickups.
Nice game! Really fun and addictive! Graphics are really nice and the music fits into the game perfectly! I would totally download this on my phone if it was available on google play store.
Really cute little game. The visuals, audio, and the feel of the game all work really well together, and it's pretty enjoyable overall.
If you wanted to expand it further I think the main thing would be to make it a bit more diverse as it progresses, to give players something specific to react to or give them an incentive to be more active. Currently your progress is the same whether you bother going for the powerups or not, and since the difficulty seems pretty consistent you generally can just continue doing the same slight movements to dodge for however long you want.
Perhaps some powerups that make the player rocket ahead a decent distance or something along those lines would help make that more worth going for. Diversifying what the enemies do a bit would also help that, maybe make some track towards the player slightly for example. Given you have such a punchy beat going you could also make something happen in response to the beat that players would need to react to in some way. Something to better incentivize using the egg drops might be a good idea as well, perhaps a type of enemy that drops more coins when they're hit.
Of course that's all just if you choose to expand on it. I think it's already pretty solid as a compo game, great job!
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Was a little hard figuring out what to collect at first (and my dumb self kept running into the heart canister looking things for health lol). Not sure if there was one, but would be perfect if the difficulty kept scaling up somehow, like faster/more enemies and less pickups.
Thank you ALL for the feedback :D I really appreciate it!
If you wanted to expand it further I think the main thing would be to make it a bit more diverse as it progresses, to give players something specific to react to or give them an incentive to be more active. Currently your progress is the same whether you bother going for the powerups or not, and since the difficulty seems pretty consistent you generally can just continue doing the same slight movements to dodge for however long you want.
Perhaps some powerups that make the player rocket ahead a decent distance or something along those lines would help make that more worth going for. Diversifying what the enemies do a bit would also help that, maybe make some track towards the player slightly for example. Given you have such a punchy beat going you could also make something happen in response to the beat that players would need to react to in some way. Something to better incentivize using the egg drops might be a good idea as well, perhaps a type of enemy that drops more coins when they're hit.
Of course that's all just if you choose to expand on it. I think it's already pretty solid as a compo game, great job!