This is a mini arena game for a cartoon currently in development about a bunny named Bimey (by-me) who has bombs for eyes, and his friends. You can play with a keyboard/mouse combo or an xBox 360 controller if you're using the Chrome web browser. This game is a points competition survival game. Enemies spawn according to how, and how fast, you kill them. There are several bonuses, and bosses which continually get harder the longer you survive. High scores are posted on the site front and center, so you can taunt your friends as they play!

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10

SwiftIllusion says

Agree Disagree

10/10 may sound like a biased review, considering I took part in the design/development of the project, however I personally feel it became 100% of what I intended it to achieve, so I couldn't be happier with the results, and therefor 10/10 is how I genuinely feel about this project.

It was designed to be an easy to access game to promote the final Bimey project that is being developed by Bimey™, so I took the core aspect of the main character, Bimey who has bombs for eyes which cause random effects when thrown at enemies in the comic, and went forward with aspects of a genre that feeds off this randomization, rogue-lite/like/like-like/etc, in combination with elements that made it easy to access and replay inside a web browser, i.e. the platforming elements and the game trope where bouncing on enemies damages them. However I didn't want it to become mindless or entirely built around randomization leaving the player with no room to hone their own talent/strategies/etc, which led me to craft effects which were advantageous/disadvantageous to you with different enemies, and with other effects that build on each other to grow your score, and balanced them with that in mind.
The well varied enemies already designed and animated by Bimey™ helped with that.

I have had many thoughts and reasons behind every aspect of the game but I'm not great at translating those thoughts to something I can write and it would take me forever and a half to try and write it all,
so I'll try and summarize in dot points various pieces of the game and the core thoughts behind it.
- I designed the spawn rate to be manipulated by both the value of the current stage, and what multiplier you were at/how many points you had in that multiplier.
This allows it to balance naturally with the players ability, as a beginner at the game may take frequent damage or not defeat enemies in time to keep the multiplier going-
[continued at Justpaste.it -would greatly appreciate you reading it all]