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:
- 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.
- 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.
- Genre:
Action-Platformer / Puzzle-Platformer with Metroidvania-lite elements (gaining new abilities/weapons to access previous areas). - Target Audience:
- Gamers who enjoy indie titles with unique concepts (e.g., fans of Hollow Knight, Untitled Goose Game, Oddworld).
- Players who appreciate character-action games with style.
- Anyone who loves a good underdog (underbunny?) story.
- Platform(s):
PC (Steam), Nintendo Switch, PlayStation 5, Xbox Series X/S (To be confirmed). - 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.
- 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
- https://store.steampowered.com/app/2815580/Bunny_Rampage_History_of_Revenge/
- https://store.playstation.com/en-in/concept/10010762
- https://kotaku.com/games/bunny-rampage-history-of-revenge
- 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
- 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.
- Era-Specific Mechanics:
- 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 2, Borderlands) 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.
- Prototyping Priorities (In Order)
To de-risk the project, we prototype the core feel first.
- 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?”
- 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?”
- 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?”
- 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.
- 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.
- 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.