
Bullet Bunny is a twin-stick shooter with rogue-like elements. Fend off an onslaught of enemies, level up, and create unique builds every run while trying to survive 500 seconds!
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About
Fight and fend off waves of enemies in this twin stick shooter game with rogue-like elements!
Twin-stick shooter
Rogue-like: As you play, you will unlock new characters, guns, and backgear!
Level up and choose from over 75 powerups!
Characters are unique with there own supers and passives!
Different modes like Endless Mode & Dark Mode!
Tons of guns to choose from, ranging from your basic pistol to intense toxic blasters. Unlock and master them all!
Characters are unique with their own supers and passives. From magnet throwing bunnies to blood bursting spells, each character offers a different experience. More characters planned post-launch.
Every time you level up choose from over 75 powerups. Find what powerups suit you best and build the most overpowered set up!
Defeat intense bosses every run!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
4/10 Unpolished, unbalanced, and small content. Zero control on the power ups (no ban, save for later, you just get the full pool of rng, kinda annoying for building up..) And progression doesn't feel good. It's decent for the genre, but there are better games.
TLDR: its fun and given its not very expensive, its worth picking up. I wont bother going over the mechanics of the game itself, as they are fairly straight forward and the game doesn't really have much depth past them. The game loop is fairly straight forward, do runs, get coins/items, buy Heroes, buy items, buy guns, repeat. At the start this was pretty engaging, as you can also unlock weapon perks, and work towards the character upgrade, etc. Once I started getting a decent amount of weapons and Heroes unlocked (along with items and consumables) I tried the 'Hard mode' (second mode out of five) and it kicked my butt. It took me several tries to complete a run, by which time I was using some of the mid game weapons and characters, but found that these are not actually that much powerful than the initial Heroes or weapons, bar 1 weapon and 1 character, Zeppelin and Nikki. I was expecting, given the score based nature of the end modes, that weapons (and to a lesser extent, Heroes) would get, at least, decently stronger than the weapons that game before them, but I found that this was not the case. I found that the later weapons would have only a little better damage, but not by a lot, and the unique traits that came with them were not that strong making some weapons almost unusable unless you get perfect luck in the power ups that you get. I found this quite frustrating, as runs could very easily be decided by luck on hard and, in some cases, normal depending on the weapon, when I felt like the later weapons should give you a decent leg up even if you get bad power up luck. This brings me to be crux of the issue with this game, balance. I have put ~12 hours into this game so far, however, I don't feel that much stronger then when I did when I started the game. For me, the Insane mode is easier than the hard mode, as the first boss, The Phantom, is quiet a bit easier than the Collector. I was looking forward to using the later weapons, but I have been disappointed by all of the later weapons when using them. I have yet to really play much of the Dark mode or Endless yet, but I cant see the experience being that different from what I have encountered. I'm not really sure what the point of all the cool weapons (interesting unique traits and damage styles) is if they don't increase the power fantasy. I would love to see a decent power gradient between the initial weapons and the latter ones, so that you want to unlock them. I don't feel like the heroes need to be changed in functionality, as they do bring interesting play styles to the game, but I would like to see them have less uses and instead have a greater impact when using the 'alt'. With the lack of weapon progression, they can be annoying when they don't feel that impactful. I really enjoy the art style and game flow, so am hoping the above can be addressed to improve the experience and replay value.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
The game is not bad overall, a lot of effort has been put into it, but there are some issues that prevent me from fully enjoying it. Firstly, there are bugs. The crit ability does not work on the Bone Barrel, even though I reported it back in September. The developers have ignored this issue. Secondly, the dark level are awful, and the game already demands a certain level of skill, but playing through these level can be extremely frustrating and stressful. I'm sure many have abandoned the game at this point, but the developer doesn't care if he doesn't care, then the assessment will be appropriate.
Achei bem divertido, graficos legais, gameplay boa, bastante armas, só achei meio repetitivo e ter que ficar segurando o botão do mouse pra atacar acaba com a sua mão, alem de que depois de um tempo fica meio repetitivo, mas é barato e ainda vai me render uma horas de jogo. nota 7,5
Extremely basic Survivors-style game. You're placed on a small rectangle arena without any obstacles, random enemies spawn, you kill them, you collect their dropped EXP, you level up, you pick 1 of 3 random upgrades, and repeat the process until you survive for 500 seconds. That's the whole gameplay. An overwhelming majority of the upgrades are boring mechanics that you've seen in millions of other games before. "Your bullets now apply poison", "summon a turret", "gain crit chance", "enemies have a chance to explode", "heal every few seconds", "gain a regenerating shield", "drop a bomb on reload", things like that. The only couple of interesting mechanics are "Hero Light", which is the light surrounding your character and inflicting Slow or Burn with specific upgrades; and "Blood Damage", which... I'm not really sure what it does? but it fades away over time, and has upgrades tied to it that bump it back up. The upgrades aren't balanced well either. The game's Hard difficulty is basically impossible to pass if you pick anything other than AoE damaging upgrades early on, severely limiting the potential build variety. I mean, if I'm getting overwhelmed by 20 enemies existing on the screen at the same time, why would I pick a turret that shoots one enemy at a time or poison that doesn't make me shoot more bullets? Of course I'd rather go for the upgrades that let me clear the hordes. Some enemies feel too bullet spongy for what they are - there's one that periodically creates a large shield circle around itself, blocking ALL your bullets from damaging anything inside of it, and one that follows your horizontal movement and shoots a vertical laser from the top of the screen every 4 seconds. The combat music track, while seeming fine at first, gets old after listening to it on loop for 2-3 runs. The artstyle is good - this game [i]was[/i] made by the artist on [i]Dome Keeper[/i] and [i]Shogun Showdown[/i] after all. Overall, I don't feel satisfied with Bullet Bunny. I would rather play a different Survivors game that actually tries to put its own unique spin on the formula.
Très bon jeu, assez court mais il vaut largement son prix
Personally, I think it's ok but it has a lot of pain points that are enough for me to say that it's a lot less desirable in the genre it's at. - names and descriptions of skills sometimes barely make sense, for example, as far as I remember, there's something called "bullet-proof" but it increases your bullet damage instead, which was odd. - very limited enemy variety. The enemies shown in the trailer is like what, 90% of the enemy types total? [strike] Granted I haven't checked the last 2 difficulties [/strike] (yea basically the same enemies). - exp vanishing if you don't pick it up in time isn't a fun mechanic. Not really a big deal considering the map size but it gets annoying nonetheless. - the weapons and characters aren't engaging at all. More often than not, the very basic pistol is the more reliable choice than even the expensive ones. Yes, even on the higher difficulties. - elemental synergies might as well not exist because of how underwhelming they perform even when stacked. Just do raw damage. - overall feel is incomplete. It tried to merge bullet hell and survivor-like genre but wasn't good at both. Good potential tho. would've used a side thumb but it doesn't exist so I'm leaning towards thumbs down for this atm.
save the $5, it isn't bad, it's just mediocre.
It's pretty good. I found myself just holding down the fire button tho, so an auto-attack option would be nice. I set one up using a macro, but I'd prefer it if the developers just saved me a minute by doing that for me.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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