Small action rogue like game.
Source code: https://github.com/unikotoast/buns-bunny-survivor
Play and support me on itch.io https://unikotoast.itch.io/buns-bunny-survivor
Collision checks via spatial hash is impletented with https://www.lexaloffle.com/bbs/?tid=29466
My first game ever. I really struggle with token limits and I have to remove lots of stuff from the game.
map.lua - infinte map, generates random grass tiles with something like chunks, I never done anything like that so I think it's horrible code.
animations.lua - I'm not sure that this is how you should save objects to animate them.
I received lots of help from discord and by reading other games code.
I know absolutely nothing about sound design and music so making beeps and boops was hard but fun.
Version 1.9 🥕
- added more music by @extar
- carrot burger now heals
- bufffed shurikens
- added music
- added chance for super carrot in enemy loot, increases damage a lot for 10 seconds
- ring of flame - increased area on first levels, decreased damage, stronger movement speed debuff
- buffed shurikens
- buffed carrot explosion
- bats are weaker for the first minute of the game
- fixed bug when final boss just disappeared and game did not end
- added minimal movement speed cap
- added image to the cart
- selecting upgrade is more defined
- small fixes
- beggining of the game is easier
- new enemy: skull that spawn crazy bunnies
- no upgrades require to sacrifice hearts anymore
- small balance changes
- added fire and frost dash
- added reroll option every 5th level
- added golden carrot
- added new enemy
- the map has borders now
- small balance changes and fixes
This is pretty awesome. I'd been playing Vampire Survivor recently and was thinking of making something like that for Pico-8, but here you've already done it!
Here is a good resource for token optimization tricks. I used a bunch of these and ended up saving thousands of tokens for my game.
In the previous version I got to the point where I saw the boss and
in this version we were able to defeat and clear the boss!
As a means of saving the remaining tokens, the following seem useful
- "split()" to create an array from a string.
- "unpack()" to distribute array elements to variables.
- Use "_env" to declare global variables.
This is a pretty good top down movement shooter, and is quite impressive for a first game (menu, various effects, particles, etc.) That being said, there's one major problem I seem to be running into, although it may be intended. Within a minute of playtime, there are easily over 50 enemies on screen with so much HP that you cant kill them faster than they spawn. This, coupled with the fungi, means that if you don't get good rolls on your level ups, you could see a game over by sheer numbers in under 2 minutes. I would suggest lowering the spawn rate, or, to give the player a feeling of power, making level ups more effective. Maybe they always fill your HP the rest of the way, or damage output is always an option. The way the game is now is perfectly playable, however, and had me in for a solid half hour.
Yay an update - but now it seems even more difficult !!! I managed to beat the game previously, but I can't seem to get past about level 6 now.
I do fear that what will put a number of people off is how to get into the swing of things. The balance of play really does need addressing and so much seems to depend on getting lucky options when you level-up
Even though I have beaten this game I confess I still don't understand some of the rules. Shooting a bunny turns it into a fruit which replenishes a heart, but how do I get more hearts and carrots. They seemed to occasionally get added. Also have the walking red diamonds now gone to be replaced by blue diamonds that hurt you?
One change that I think you have introduced is that you can now die by choosing an upgrade that removes a heart. This is no fun.
Regarding the upgrades, personally I found some are totally worthless (what are magic points anyway ? is it dash respawan time?) whilst others are essential. Shuriken, Splash Damage and Attractor seem like the best upgrades (and maybe a 2 or 4-way shooter). Most of the rest ( Carror Parfait, Burger and Cake ) I just don't bother with, but maybe I should?
But this is a really fun game that I keep coming back to. Its a shame that you are at / near your token limit. Maybe just an explanation of the rules would be enough to help. And as a first ever game you should be really proud of this!
It's definietly not an easy game but so far I'm loving it! There are a few ways to build early game and the experimenting is really fun! 1:30 minutes seems like the first diff spike/big wave to me, which I still have to go through! Good work, even more as a first game! Going onto the handheld library for sure!
Little update on it, the only thing I'm missing is some background music, which I know is not easy to do, so that's only a minor thing.
@Achie72 in some iterations of this game, upgrades definitely could kill you if you weren't careful. I think it would be fairer to the player if this didn't happen.
@unikotoast - Another update! Loving how now dash can be an attack and limiting the size of the arena is a great touch. This is a really great cart - Keep going !!
Updated, I removed all -1 heart from upgrades, now you sacrifice only max carrots, move or attack speed. Also made first 2 minutes more chill and added some small stuff. Thanks everyone for suggestions!
@Achie72 Music is unknown world for me that I hope I will discover slowly in other new games but for now - no music, only some bits in the ending :D
TBH I would keep those upgrades but maybe only offer them until you have more than 1 Health so you cannot die from them, but can play with the risk of picking a powerful effect!
If you feel like it maybe look around in the Nine Songs car for some music, and see if one fits your taste!
Thank you for the updates will check them out later in the day!
The updates are a great! It feels much better and is a nicer ramp up in the challenge. The removal of sacrifice hearts is a really welcomed...I know the worry of "is this too easy" but it gets difficult quick anyway :)
But all that means we can get a little nit pickier ;P On the upgrade pop-up, the pink highlight is incredibly hard to see. Also, I expect the highlight to be on the first item but it looks like it's just highlighting the same slot I picked previously...and because the pink is hard to see, it's frustrating to find the upgrade I'm after. I know...minor but hey, that's what you get when games improve!
Lovin' it and gonna keep trying to see what comes after chickens.
Man, that was fun! I havent played the inspiration for this, but this was great! Good times. I made it 8 minutes in - gonna try and beat it next.
If i had to critique something, I might complain that your character's hurtbox feels a little too big - i felt like I was constantly getting clipped by enemies. Even so, great fun!
Well done @JasonPlayz and unless I'm mistaken you didn't use the Ring of Fire. That's seriously good playing then ( I find it makes the game considerably easier)
Also I never use either Thundercloud or Frosty Dash and I see you've gone for both. Maybe I'll try a run focusing on those.
That was fun, even though the bosses got me. Nice variety in the enemies, and then I think I've got used to the bats and then a different pattern of them spawns. (Version 7.)
I got a four fire ring upgrades, and for a while just running close to things felt more effective than trying to shoot them.
Do carrots with both piercing and splash damage only do the splash damage at the end of their flight? On one run when I got both upgrades it felt like they were doing this.
@BlueBirdSings : I don't think there is a level cap. Through overuse of the fire crown, I survived the boss wave but didn't actually destroy the bosses. At some point they just vanished, but the game continued. While that was going on, some massive waves of bats spawned, but fried as soon as they came in range of my ring of absurd flames. I ended up at level 33!
With 20 minutes elapsed, occasional bombs and rabbits spawned.
While this was an odd state to get into, I am very impressed by how robust this game programming is when I stack multiple upgrades. Not all are tactically useful, but they all seem to do something.
Yay, won a round of this! Nice victory music, too. If anyone gets through without a lot of points in Ring of Flame, I'd be fascinated to see what upgrades you use instead. I can see the effect of carrots with Splash Damage, or lots of Shuriken, but never managed to aim either of them well enough.
@unikotoast An idea is for an alternate mode where you get to aim with a mouse, which would make a lot of the moving towards danger to attack better and help with not being exactly aligned for the shot. You might want to change the slimes in the title screen to be blue, like in the actual gameplay.
My strategy is what I call: "Untouchable". You just get lots of fire rings + damage, and then anything near you vaporizes. Fire Dash and Attractor were also S-tiers. Make sure to get plenty of speed boosts, or you'll become too much of a turtle. When you get further on, make sure to get in the direction of bunnies. Their xp shouldn't matter anymore, because heat ring keeps you from touching them directly, but those fruits will heal you.
I'll share some of the best synergies:
explosion + crossfire
shurikens + piercing
ring of flame + attack speed and damage
Bad synergies, avoid them:
explosion + shurikens, they are weak at first levels so you must concentrate on upgrading only one.
explosion + piercing, carrot will go through the enemy and explode too far.
You can leave peaches and carrots on the ground for latter use.
Dash can save your life in tough situations.
With this update the game is officially completed, I will only patch bugs. I'm working on a new game and will release it soon, follow me on twitter.
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