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Reviews for "Rabbit Hole 1.05"

repain achiment for steam

So, when are you making this a full game? its a great concept. i find myself playing this game in between other games. One of the better roguelikes i've played that thrive on their simplicity. Obviously needs some improvements, but i think that with time you'll be able to smooth out any existing issues

NOTE: This review is from playing the Steam version.

Wow, this is wonderful stuff you got here! Overall it feels very polished and well-constructed in practically every respect, though with obvious standouts being the cute art and presentation, generous amount of settings and quality-of-life, a large variety of wacky weapons, enemies, events and characters, great boss fights, as well as the rather intriguing story that the game has hidden away, what with these weird books you can pick up and the locked door in the library.

Ok, that's the good stuff out of the way. Now it's time for the feedback:

*I'm a bit conflicted on the combat, especially from my first impression, where I found it a bit too generic in terms of mechanics and I didn't like the cramped levels you fight in since it felt like there wasn't room to move around to dodge or express myself. For example, the fight against the Tank Twins is awful as you only have a small amount of room in an already small room to move without bumping into enemies. I'm warming up to it, but still, felt like it could be doing more.

*Dodge roll is a bit annoying to get used to: it feels like it is such a slow and high-committal move, and I disliked how I had no control over its length or duration. I'm getting used to it and I can understand if it's built the way it is intentionally to make it challenging or make you consider other moves like jumping over attacks instead, but even considering that, it's still rough.

*Sound department is a bit of a letdown at times: right when I noticed that the starting AK47 and Pistol have the same sound effects I was worried, and rightly so as practically every other gun has the same sounds too. The water gun didn't have any sounds at all!

*Wish the game would pick a lane when it comes to enemies dealing damage: simple enemies without actual attacks like the turnips are fine for contact/touch damage, but I don't think enemies with actual attacks like bullets or slashes should hurt you on contact, rather they should only hurt with their attacks. So annoying to get poked by Magnolia's sword in her idle stance: felt very awkward.

*Pixel font is very confusing at times: B's look like 8's look like 0's was the worst example, but there were other times where I wasn't sure what I was reading.

*For some reason, the game would default to the wrong monitor when I tried to open it from Steam. I 'fixed' it somewhat by dragging Steam to my main monitor and starting it up there, but even then that only seemed to work sometimes.

*No pause menu in game? There were times I wanted to pause to answer a call or to quit/restart the game, but there was nothing and I just needed to alt+F4 instead.

*As much as I want to like the weird and wacky guns that are in the game, they are a bit too wacky at times and I found myself constantly gravitating towards the more standard guns for safe consistency. Bit disappointing since I feel like I'm missing out: maybe they can be rebalanced?

*I should get an achievement for beating Magnolia with only melee: call it something like 'fair fight', haha!

Anyway, I know that's a lot more words for feedback than for praise, but I'm still very positive on the game and think you did a great job: I'm just hoping that I can help you make it even better as I see you are dutifully patching it!

ShortCakeCafe responds:

Hi! Thanks for the feedback!

There is a pause button but it's bind to "1" instead of escape for some reason. (I think I forgot to reset the default binding before compiling in the last update, sorry!)

Truth is, I'm pretty limited to what I am able to change due to the game being made in scratch, however I'm working towards fixing what I can!

As for the roll, it's very intentionnal that it's a high commital move. In my opinion, the dodgeroll shouldn't be free quick dodge, it's an active commitment which punishes you for using it for no reason. Changing it now would be very problematic as fights are built around it.
However, I have heard a lot of complaints about it so i'll work towards making it feel better in any future game with rolling.

Anyways, I'm glad you enjoyed what you played despite the issues!

I genuinely wish I could love this game, but I feel like it has some glaring flaws that need to be changed.
I feel like the gun balance because some guns just feel really not great to use, from sound to actual numbers they put out so they all don't feel outclassed by other weapons. I'm fine with weapons feeling stronger than others, but I don't like the feeling of needing a powerful weapon to have a run going.
The dodge roll is actually terrible feeling, not only is the starting frames and end lag are extremely long, it just goes way too far to feel useful, especially in the rooms which feel really small.
Other than that, I feel like there is great potential here, but just these two flaws bring the game down for me.

I keep returning for this from time to time. Sux u need to start from the beginning all the time.