We made a video for our LD game!
https://www.youtube.com/watch?v=VALRJFYIFSw
Play it here: https://ldjam.com/events/ludum-dare/48/rabbit-rappel
https://www.youtube.com/watch?v=VALRJFYIFSw
Play it here: https://ldjam.com/events/ludum-dare/48/rabbit-rappel
We designed our game to have a lot of room for skips and speed. Check out our speedrun below! If you want to try beating our time checkout the speedrun version with a timer and no checkpoints (https://matterlinx.itch.io/rabbit-rappel-for-speedruns)!
Original jam: https://ldjam.com/events/ludum-dare/48/rabbit-rappel
https://www.youtube.com/watch?v=W7P1hFsvYQo
We are planning on continuing development with this game for an eventual steam release. If you are interested in the prospects of this game, follow our twitter where we will be posting updates and devlogs! (https://twitter.com/FistFlat)
If you beat our time, send us a link below!
For those of you running Linux, we have a build for you!

We also fixed a soft-lock and collider bug for all builds
This was our first LD game, and the reception has been great! Based on the feedback we've received, we will be continuing development for an eventual full release. Follow our development!
If you haven't played Rabbit Rappel, check it out here
We have received a lot of thoughtful feedback and suggestions on our game Rabbit Rappel, thank you! The reception from this community has been very inspiring and positive. As such, we have decided to continue development on a more ambitious game featuring lore, bosses, different biomes, NPCs, and more mechanics.

As you can see, the graphical improvements are substantial! You can expect to see quality improvements such as these in all aspects of the game as we continue development.
On a real note, we are fine tuning the feel of our platforming physics and player to create a tight and responsive experience. We have landed on improved player controls that feel substantially more consistent with rappelling and traditional platforming!
If you haven't played our game, give it a go and let us know what you want added to the post-jam version!
Hello everyone! 👋
Some of you might remember our LD48 game Rabbit Rappel.

Since the end of LD48, we have been working hard on expanding the game into a complete experience!
If you are at all interested in following the game's development, we have made a community discord where we will be posting our progress and taking suggestions! We are looking forward to meeting new members!
In the meantime, please enjoy this track! https://www.youtube.com/watch?v=lYH33Oy5y3E
https://www.youtube.com/watch?v=oUtLZgpfQnY
We added an HTML build, check it out!

Hold off the mythical World Eating Serpent, it's our last hope!
WEB version included - free of charge
Hey everyone, thanks for all the kind and thoughtful comments on our submission! Much of the feedback we have received has been very insightful as to which areas of the game might be improved.

We also added proper support for gamepads, check it out!
It's great to see people posting their high scores - currently @itsboats holds the record with a score of 5138!
Hello there! In this post, we’re going to dive into how we used "procedural generation" to build out our game world. Procedural generation is an incredibly useful tool in game development, allowing us to generate large, intricate worlds with relatively little manual work.
If you haven’t checked out our game yet, give it a shot!
First things first, we needed to generate a noise map to create the base for our game world. We used a tool to do this, and then drew the main path of the game on top of it. We never got to randomly generating the path, so it's not true procedural generation (hence the quotes). Here’s what the texture looked like:

We actually ended up using only half of the generated map because we didn't have enough content to fill it out. We did, however, tint the texture to match the color of the ground and used it for shadows underneath the objects.
Next up, we defined map objects to spawn within a specified grayscale value of the map texture. Each object had other parameters that allowed us to tune its placement. This gave us control over the placement of all the objects in our world. Additionally, map objects had variants to prevent uniformity. Here’s what it looked like:

We had plans to use a secondary texture to spawn enemies of varying difficulty, but alas, we ran out of time. The resulting map was very large and couldn’t be loaded all at once, so we had to build a chunk loading system. This allowed us to load in the objects one at a time every frame, which helped eliminate stuttering issues. Here’s what the final result looked like slowed down:

All in all, procgen was an incredibly powerful tool that allowed us to create a fairly large world with minimal effort. We hope this post has given you some insight into how we did it, and maybe even inspired you to try it out yourself!