Rabbit Hole
“Remember you will live.”
Rabbit Hole is a fast paced, tough-as-nails 2D Platformer-RogueLike-Shooter inspired by popular roguelikes, made with a love for the genre.
You are Disc, someone who was suddenly brought to the Rabbit Hole.
Collect guns, fight foes and meet strange new characters on your descent to the bottom, all in an attempt to find your heart again.
“This place is like its own ecosystem. A big living breathing mess.”
Every run is different. Enjoy hours of replayable content through randomly generated floor layouts and 50+ weapons to collect and use.
“Hey, hey, hey! How’s my favorite anxiety-fueled nutjob!”
Unlock new characters with diverse playstyles. Each of the 6 unlockable characters keep gameplay fresh and give a unique perspective on the gameplay loop.
“There was a blank line, almost as if I had erased it”
Discover the truth that lies beneath the surface. Collect books and fill out your library to understand its unseen history. In the end, you may even come to understand yourself?
Steam User 28
Rabbit Hole is a (brutally hard) shooter where you gun down fruit, vegetables, and garbage monsters is some sort of purgatory train station/sewer/house/church. It's the kind of game where you can beat something to death with an umbrella and some fish one moment, and the next you've been exploded by a turnip. Underneath the silliness, there's some bread crumbs of a disturbing world (that I wouldn't want to spoil for a potential player), plus great music and challenging boss battles. I can tell this game was crafted with love and care, and I really look forward to seeing what the developer gets up to in the future. Check it out; it's free, and you've got nothing to lose but time (and maybe mouse if you get frustrated).
(PS, it was made in a modified version of Scratch. That's like, really impressive in my mind.)
Steam User 20
Fun in the first couple hours, but sense of reward feedback grinds to a crawl a few hours in.
Current gripes:
- Taking damage is very punishing with healing being very scarce
- The slot machine event is almost never worth it due to health scarcity (the only time I take it is if I already beat the boss and have hearts on the floor)
- Only a few weapons can vomit out enough dps to make a run viable (minigun, rocket launcher, maybe angel shot)
- Rolling is too punishing on the default character with a long startup and end-lag
- The lore is fine but not every book you pick up has been useful. There isn't a clear way to discover more books after you buy the ones from the shops (some drop from enemies occasionally). I feel like having more hints on how to get books (should they not be random drops) would aid in player retention giving them secondary goals during a run.
- Shed's melee is described as better in exchange for lower gun damage and one less weapon slot, but the grounded 3-hit attack only deals 120 and has end-lag before a new sequence can be input. On the other hand, the default character deals 50 per swing in a pretty fast interval. I feel that the default character would have higher dps if they both input attacks as fast as possible over a set amount of time. Also, I think shed's improved dash should be mentioned in the character card.
As it stands I'm 10 hours in, I've discovered less than half the library and I only have access to the default character and shed. Whether this is a skill issue or not is up for you to judge. I have discovered that boss attack patterns are deterministic which means that it is 100% possible to consistently "no-hit" bosses, but whether I have the patience to learn the endgame boss attack patterns is the real question. I believe that some balance changes should be implemented to make the player a little stronger regardless of rng luck when it comes to pulling weapons/collecting coins.
Due to the multitude of pop culture references and the fact that this game provides a lot of value for a free game, there is no doubt in my mind that the dev was really passionate about this project. One issue that could arise from this due to no real negative reason is that the game difficulty was built around the dev's willingness to continually play their own game (this isn't a bad thing). The result, however, is that the difficulty ends up being a bit overtuned for the average player and the patience of the average player to see this game till its intended conclusion is overestimated.
Honestly, it's been an interesting experience playing a newly-released roguelike as no wiki-information exists yet and you're just as lost as everybody else.
Steam User 23
I really wanna like this game but a few glaring things are stabbing me in the gut a lot of the time, specially during the first bossfight.
1. Roll startup doesn't have invulnerability
Now, this would be sorta fine by itself, except the roll moves you midscreen, is rather slow and you can't cancel it during the long animation. The vulnerable startup becomes more problematic when the second issue pops up.
2. Contact damage on the entire enemy sprites
Picture this, you just rolled behind Magnolia, you're recovering from your roll and then... Her idle sword damages you after she turns around instantly. With the regular enemies this is not really an issue (in the first area, at least), but if Magnolia is the standard for contact damage hitboxes then this is going to be a pain in the ass.
3. Sprite layering and on-hit visual effects
After a little testing, it seems like the player's sprites are always the topmost layer, even against bosses. Pairing this up with the transparency effect when an enemy gets hit - and the pretty eye-straining screenflash when hitting something with a Rocket - can end up hurting enemy visibility during fights. This is NOT the case with enemy projectiles at least, but those have another small issue with visibility due to their palettes.
I'm gonna keep an eye on this game and hopefully put up with these things in the meantime, it's a pretty impressive freebie even with these issues.
Steam User 20
cute, gay, fun to play, a bit floaty, and the sound effects aren't amazing, but with a few hitbox changes and maybe a tiny bit of balancing, this could become one of my favorite roguelikes.
Steam User 13
Honestly this game is amazing.
It's really cute, it's quite fun.
Some parts may be difficult. Learn them. This isn't a game you can throw yourself at and expect to conquer it without thought. (Cough cough) Negative reviews (cough cough) uhhh-
Overall, 10/10 game in my opinion.
Edit: Unlocked the door. I love this fucking game.
And as a wise man once said... "I would FUCK the SHIT outta Shopkeep."
Steam User 22
The game is nice,even tho it lacks a exit to desktop button (its okay tbh) I like the fast pace of the stages,the cool designs for weapons and the npc you see on runs have unique designs so you know who is who when you get in a room also I find it really funny the fact that you cannot pause the game on a boss fight, im nowhere near the end of the game and its already a favorite! big respect for the devs <3
Steam User 13
The game is really nice and the art style is beautiful. But its a bit too difficult. For example: In the sewers the trashcan enemies are way too strong and the tank twins are close to being impossible. Please nerf the Tank twins. And please make it easier to get at least one good character.