Bunny’s Dusty Odyssey by Snowdrama
You're a dust bunny who's gotten sucked up into the vacuum and what did you find? Dust Mites!!
Claim the vacuum teritory back from the dust mites by spreading your dust everywhere! Make those Dust Mites pay!
Your mission is to cover the ground in your dust and cover at least 80% of the area! Once you achieve this vibrant threshold, the vent to the next floor will magically appear! Make sure to Unleash your attacks on the pesky dust mites trying to invade your territory. Show them who's boss!


| Link | https://snowdrama.itch.io/bunnys-dusty-odyssey |
| Link | https://snowdrama.itch.io/bunnys-dusty-odyssey |
| Original URL | https://ldjam.com/events/ludum-dare/56/bunnys-dusty-odyssey |
Ratings
| Overall | 546th | 3.553⭐ | 21🧑⚖️ |
| Fun | 604th | 3.325⭐ | 22🧑⚖️ |
| Innovation | 264th | 3.632⭐ | 21🧑⚖️ |
| Theme | 496th | 3.737⭐ | 21🧑⚖️ |
| Graphics | 269th | 4.1⭐ | 22🧑⚖️ |
| Audio | 133th | 3.889⭐ | 20🧑⚖️ |
| Humor | 555th | 3.028⭐ | 20🧑⚖️ |
| Mood | 325th | 3.789⭐ | 21🧑⚖️ |
| Given | 25🗳️ | 17🗨️ |
Super interesting aesthetic! Love the color scheme and designs. Feels very.. "digital glitch dimension" though as opposed to being inside a vacuum like the story suggests, so I didn't really feel connected with the story. But I liked the concept! I basically hold down shift the entire time and there's not much reason to walk instead of run, so that would be better just toggled permanently by default. Level 3 music got SUPER LOUD and gave me a reason to end my play session. Had fun for the first few levels tho :) Nice work
The dash was added last second just because backtracking for the vent took a long time due to the original level size being VERY large at 16x16 rooms and it was supposed to be removed before release. The levels are only 6x6 now? So the vent is much more likely to be closer to the player
Yeah the levels on the music are not normalized. I'll work with @mrtroy on this, I assume it's supposed to be normalized.
I lost count but I think I got to level 4 or 5 before quitting so maybe I stopped before new gameplay elements appeared. I had fun for a while but It's missing another layer of gameplay in my opinion.
Great job overall, it looked and played very well and felt super polished for a jam game.
Also I noticed that when you start the game it says you attack with X on but it's actually with C
It probably could have benefitted from an ending... unless I missed it after dying at like level 9 or so.
Nice job!
@v1ru6 Glad you enjoyed it!
@rodorodo Yeah for sure, the paint stuff took a long time to implement so in the end as cool as it works I'm not sure it was worth it over doing a tile grid like we had initially planned but I wanted to focus on visuals this time around.
@darefus Hahahaha that'd be interesting for sure add a "pet the dust mites" button hahaha
@skleembof Thanks for giving it a shot, unfortunately we didn't have time for new elements, the level generation took most of day 1, the paint stuff took most of day 2 and then day 3 was just getting it doing multiple levels, implementing music, menus etc. so unfortunately that was it. But Thanks for playing! OHH and on that last note, It should also say C my bad, it says X because it's X when using an Xbox controller it's C on PC yeah I'll patch in a change to the text that adds C so future people know.
@david-huculak Thanks! We definitely focused on presentation and stuff more this time around more than the actual mechanics, the goal was to go more simple as usually I inflate the mechanics side and then everything else takes a hit, polish/graphics/audio etc.
Yeah I knew the framerate was going to be an issue on lower spec PCs and WebGL performance makes the performance even worse but it was well known going in just because we were going for a style that was going to have a high poly count(problems with Voxel style games)
As for the control thing, yeah it is relative tot he camera rotation so as the camera rotates, it always moves directly left/right relative to the screen. I considered a locked camera due to it, but I left it as a tradeoff for better visibility of the maze.
@davidsheadgames yeah the game was initially supposed to have an ending, after like 5 or so levels. It was supposed to grow from a 4x4 maze to a 16x16 maze and then end but unfortunately, due to issues with Unity taking upwards of 3 minutes to load on every change, the last 6-ish hours I really could only get like 2 hours of work done, so the ending was cut with an hour left to finish. The maze generation took a whole day by itself, and then the painting stuff took most of day 2, so day 3 I had that last 2ish hours to implement sounds/music, menus, UI, and level progression, which is why it ended up being just an infinite loop. Anyway thanks, appreciate the feedback!
@weirdbitgames Thanks! We almost didn't go with it just due to how expensive testing the coverage of the area was performance wise and instead almost went with a fairly large grid of tiles but I'm glad it worked out this way.
@hubol Could you not hear the sound effects? There was sounds for attacking, hitting the dust mites, and getting hit, but it may be bugged if there's no sound effects.
_After_ I found out how to attack, the game was pretty easy.
Personally, I would like to have more feedback on getting hit. If there was a sound effect, I would not have noticed it (so I cannot tell you if if wasnt loading or if it just wasn´t loud enough) The first time I lost, I couldnt figure out why. Saw the "health bar" after three or four floors lol.
But i really did like to clean up the green mess!
Nice entry!
@goodwincek Thanks for making a video of this, I got to see how things played out for others. If you leave it up, this will give me a good feeling of where the game was post jam, if I decide to keep cranking away at things. :smile:
@weirdbitgames @hubol I'm actually a little proud of the music. I do wish I had more time to play with the audio, but I lost Monday, so I had to dump most of the sfx. Also none of the VO made it in, cause it was too difficult to get the sound right.