While currently under development, Bombunny is planned to be my first commercially released game. This game is uses a similar launch system that is found in
Explosion Run in which the player launches in the opposite direction to where they click on the screen. The difference in this game however, is that this is the only way the player is able to move while
Explosion Run traditional 2D platformer controls.
Heavily inspired by games within the 'Foddian' genre, such as
Pogostuck: Rage With Your Friends and
Getting Over It With Bennet Foddy. Bombunny follows the same design philosophy of being simple in concept yet difficult to master while also featuring no checkpoints or handholding in order to create a difficult but rewarding experience. Creating a game within this genre has been a ambition of mine for a long time, fueling my excitement and dedication to the project.
Even at this stage of development, Bombunny already features a first playable section of the primary level, alongside the groundworkds for character customisation options. While initially planned exclusively for PC release via Steam, early testing demonstrated significant potential for mobile platforms due to the game only being controlled through mouse input which can easily be translated to touch screen. Therefore, the development scope now also includes targeting mobile devices.
So far this game has presented intriguing design challenges, namely balancing the difficulty in the gameplay and accounting for how a player can fail each jump and where they should end up. This difficulty however, creates an almost social aspect which has greatly contributed to the game's appeal in showcases. This is because spectators enjoy watching the person playing even if they are struggling or effortlessly flying through the game.