Bunny Rampage History of Revenge
Bunny Rampage History of Revenge
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404 GAMES

Key Details of
Bunny Rampage History of Revenge

Game Title: Bunny Rampage  History of Revenge

Logline/Tagline:

  • Primary:History’s furriest revenge story.
  • Secondary: Fight. Reclaim.
  • Tertiary:The carrot is mightier than the sword.

Core Concept:

A fast-paced, combat-puzzle platformer where a wronged rabbit wages a one-bunny war against humanity across different historical eras, using improvised organic weaponry and guerrilla tactics.

Key Features:

  1. The Protagonist:
  • Name: Thyme
  • Species: Rabbit (Oryctolagus cuniculus)
  • Motivation: Sole survivor of his warren, destroyed by human expansion. His quest for revenge evolves into a mission to liberate other animals and reclaim stolen land.
  • Skills: High mobility (double-jump, burrow, wall-hop), fast melee attacks, stealth takedowns.
  1. Unique Selling Points:
  • Era-Hopping Campaign: Three distinct, fully realized historical settings with unique enemies, environments, and puzzles.
    • Medieval Age: Castles, knights, archers, trebuchets.
    • Industrial Revolution: Factories, steam-powered machinery, corrupt foremen, smoggy cities.
    • Dystopian Near-Future: Cybernetic guards, automated drones, high-tech labs.
  • Organic Weapon System: Weapons are found in the environment and can be upgraded.
    • Examples: Carrot Blade (sword), Chili Pepper Grenades, Cabbage Shield, Pea-Shooter (ranged), Thistle Caltrops.
  • Stylized Art Direction: A stark contrast between a dark, oppressive world and the bright, vibrant protagonist. Think “Samurai Jack” meets “Watership Down.”
  • Gameplay Loop: A mix of frenetic combat, agile platforming, and environmental puzzle-solving. Players must use Thyme’s small size and speed to outsmart larger, stronger enemies.
  1. Genre:
    Action-Platformer / Puzzle-Platformer with Metroidvania-lite elements (gaining new abilities/weapons to access previous areas).
  2. Target Audience:
  • Gamers who enjoy indie titles with unique concepts (e.g., fans of Hollow KnightUntitled Goose GameOddworld).
  • Players who appreciate character-action games with style.
  • Anyone who loves a good underdog (underbunny?) story.
  1. Platform(s):
    PC (Steam), Nintendo Switch, PlayStation 5, Xbox Series X/S (To be confirmed).
  2. Tone & Narrative:
  • Tone: Darkly comedic, satirical, and unexpectedly heartfelt. The gameplay is chaotic and fun, but the story has a core of genuine emotion about loss, resilience, and fighting for your home.
  • Narrative Arc: Thyme starts with a simple goal for revenge but grows into a leader, inspiring a resistance movement among other oppressed animals.
  1. Monetization:
  • Premium, one-time purchase title (Not Free-to-Play or live service).

Marketing Hooks:

  • “Cute vs. Brutal”: The immediate visual hook of an adorable rabbit committing acts of extreme vandalism and warfare.
  • “Historical Satire”: The game uses historical settings to comment on themes like industrialization, class oppression, and environmentalism—all through the lens of a furious bunny.
  • “Power Fantasy for the Little Guy”: The core fantasy of being small, underestimated, but incredibly powerful and clever.

Comparisons (The “X meets Y” Formula):

  • “It’s like Untitled Goose Gamemeets Assassin’s Creed in terms of chaotic stealth and historical setting.”
  • “The combat mobility of Hollow Knightcombined with the environmental humor of Goat Simulator.”
  • “The narrative tone of Watership Downcrossed with the gameplay of Mark of the Ninja.”

This framework provides a solid foundation for all your communication about the game, from a one-sentence pitch to a full design document.

ISO/ROM File Download – PC/Play Station/ Nintendo Switch

  1. https://store.steampowered.com/app/2815580/Bunny_Rampage_History_of_Revenge/
  2. https://store.playstation.com/en-in/concept/10010762
  3. https://kotaku.com/games/bunny-rampage-history-of-revenge
  4. https://lutris.net/games/bunny-rampage-history-of-revenge/

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Developer Description

Bunny Rampage – Design & Technical Pillars

For: Development Team, Publishers, Potential Investors
Version: 1.0
Status: Pre-Production / Early Development

  1. Core Design Pillars

These three pillars are the non-negotiable foundation of the game. All design decisions must feed into at least one of these.

  • Pillar 1: The Power of the Powerless.
    • Goal: The player must feellike a small, agile creature outsmarting overwhelming force. This is not a power fantasy of sheer strength, but of cleverness and speed.
    • Implementation:
      • Gameplay: Combat favors dodging, parrying, and using the environment over direct head-on attacks. Enemies are larger, slower, and hit harder.
      • Systems: The “Burrow” mechanic (temporary stealth, quick traversal under obstacles) is a core ability. Puzzle solutions involve using small size to access vents, tunnels, and blind spots.
      • Narrative: The story is a classic underdog tale.
    • Pillar 2: Organic & Improvised Arsenal.
      • Goal: Weapons and tools should feel scavenged, improvised, and uniquely “bunny.” They should be surprising, humorous, and mechanically distinct.
      • Implementation:
        • Weapon Design: Every weapon is a found object or modified vegetable (Carrot Sword, Chili Grenade, Cabbage Shield). Their upgrades follow a “junk-tech” aesthetic (e.g., the carrot is first just sharpened, then later wrapped with wire and gears for more damage).
        • Tool Progression: New tools unlock new areas in a “Metroidvania-lite” style. Example: “Sticky Honey” allows Thyme to climb certain walls; “Explosive Dandelion” clears rubble.
      • Pillar 3: A History of Injustice.
        • Goal: The historical settings are not just backdrops; they are active antagonists and puzzle boxes. Each era presents unique environmental challenges and tells a chapter of humanity’s encroachment.
        • Implementation:
          • Era-Specific Mechanics:
            • Medieval: Avoid searchlights from guard towers, use trebuchets to create new paths.
            • Industrial: Sabotage conveyor belts to create platforms, use steam vents for super-jumps, avoid toxic sludge.
            • Future: Hack simple nodes to disable security drones, use optic fiber cables as ziplines.
          • Environmental Storytelling: Show the destruction of nature in each era—stumps where forests were, polluted rivers, cybernetic animals in labs.
  1. Technical Specifications (Target)
  • Engine: Unity (URP) or Unreal Engine 5. Rationale: Strong 2D/3D hybrid support, robust animation tools, and large asset marketplaces for prototyping. UE5’s Niagara could be great for VFX (explosions, steam, magic).
  • Art Pipeline:
    • Character/Enemies: 3D models, hand-painted texture style (e.g., Team Fortress 2Borderlands) to achieve the stylized look.
    • Environment: Modular 3D kit sets for each era, with parallax 2D background elements to create depth.
    • Animation: Spine2D for fluid 2D animation or a 3D skeleton rig. Priority is on smooth, expressive movement for Thyme.
  • Key Code Features:
    • Custom Physics Controller: A must for precise platforming. Will need robust systems for slope handling, coyote time, jump buffering, and wall-sliding.
    • State-Based AI: Enemies will use simple, robust states (Patrol, Alert, Attack, Search). Complexity comes from layering different enemy types (e.g., a slow, armored knight + a fast, ranged archer).
    • Modular Weapon System: A base class for all weapons with standardized functions (Attack(), AltAttack(), CanUpgrade()). This allows for rapid prototyping of new weapon ideas.
  1. Prototyping Priorities (In Order)

To de-risk the project, we prototype the core feel first.

  1. Movement Prototype: A grey-box level to test core movement (run, jump, double-jump, dash, burrow). This is the highest priority. “Does it feel good to just move around?”
  2. Combat Prototype: Add a basic enemy and one weapon (e.g., the Carrot Sword). Test the feel of attack, dodge, and a simple “parry” system. “Does combat feel satisfying and responsive?”
  3. Era Mechanic Prototype: Build one vertical slice of a single mechanic from each era (e.g., a working trebuchet in Medieval, a conveyor belt puzzle in Industrial). “Does the era feel unique and interactive?”
  4. Art Style Guide
  • Inspiration References: Samurai Jack(sharp shapes, strong silhouettes), Cuphead (classical animation principles), Hollow Knight (atmospheric backgrounds).
  • Color Palette:
    • Thyme: Bright, vibrant greens and whites. He should always pop against the background.
    • Medieval: Muted browns, greys, deep greens.
    • Industrial: Rusty oranges, dull steels, sickly yellows from gaslights.
    • Future: Cold blues, sterile whites, neon reds for alarms.
  • Rule: The player’s eye should always be able to find Thyme instantly on screen.
  1. Risk Assessment & Mitigation
  • Risk: Scope Creep with three large eras.
    • Mitigation: Strict modular design for assets. Define a minimum viable product (MVP) for each era (e.g., 3 levels per era) before adding more.
  • Risk: The combat feeling too “floaty” or imprecise.
    • Mitigation: Prioritize the movement prototype. Hire/contract a dedicated gameplay programmer early. Use extensive playtesting for feedback.
  • Risk: The tone missing the mark (too silly, too dark).
    • Mitigation: Develop a strong narrative bible with key story beats. Use the environmental storytelling to carry the darker themes, while the core gameplay and dialogue can be more humorous.
  1. Target Metrics
  • Target Length: 8-12 hours for a main story playthrough, 15+ for 100% completion.
  • Target Performance: 60 FPS on all target platforms at 1080p (4K on enhanced consoles/PC).
  • Team Size: Core team of 5-7 (Game Director, Programmer, Artist, Animator, Designer, Sound Designer, QA) with potential for scaling.

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