About this project
Greetings, and welcome to the wonderful world of bunnies! What's a bunny you ask?
Bunnies are frisky frenzied balls of energy that absolutely love to sprint until their little bunny legs can run no more. If you don't see them running about, you're likely to catch them ducking into tight spaces, or pouncing atop high ledges with their springy stubby legs.
This is Kahrolll.
Kahrolll is a Grumble. Grumbles are clumsy, awkward, appendage-less creatures who would much rather spend their time nuzzling into a warm pile of boulders than doing an ounce of even the most trivial work. But there are bills to pay, and Kahrolll has a whole spawn of podlings back at the kraggle to consider.
So Kahrolll works full-time at a local bio-production facility. His sole responsibility: make sure none of the suspiciously rabbit-like research specimen escape.
...You can see where this is going.
The bunnies are free at last! But it isn't exactly smooth sailing from here. That surly grumble will do anything it can to capture the bunny: his job is on the line! As the player, you guide the bunny over and under obstacles in order to escape from Kahrolll's relentless pursuit! Freedom for Bunnykind hangs in the balance!
- Well paced platforming that's synced to the beat of the music.
- A non-violent adventure appropriate for all ages!
- A visually told narrative that everyone can follow.
- Dynamic and timely visuals.
- Five different worlds with ten levels each: all accompanied by a unique song!
- Prefer your Bunnies blue? Or wearing a nifty cowboy hat? No problem! Full character customization lets you make the bunny you want!
- Speed of the music is determined by the speed of the Bunny! Hit an obstacle and the music slows down, get a carrot, and the music speeds up!
Bunny Run is a side-scrolling auto-run rhythm platformer. As the bunny runs along by itself, obstacles will appear in front of it and the player must guide the bunny over or under them. Hit too many, and the Bunny will get sucked up by Kahrolll!
Obstacles will range from a wide variety of stationary objects, environmental behavior, and a whole cast of mischievous creatures!
Overall, the game will have five different worlds with at least ten levels in each. Every level will feature its own unique song, and the layout, pace and structure of each level will be designed around that song!
Depending on the pace of a section, a series of low hanging branches may sync up with a bouncing bass line, or a trail of logs might match the beat of the snare. This causes sound design to influence game design, and vice versa, as well as a natural marriage of pace and structure. Since the song is linked to the pace of the level itself, if the bunny stumbles, or speeds up, the song will slow down or speed up with it!
"Bunny Run" will be made using Unity 3D.
In addition to each level having a unique song, each world in "Bunny Run" will have it's own unique musical sounds, and styles. World One (The Factory), for example, will have a score that is composed of Chiptune music, while World Three (The Forest) will feature bluegrass and honky-tonk exclusively.
We have a very small studio with a razor thin budget, and it has gotten to the point where we need some outside help to ensure a professional and expedited production.
With your help, not only will we be able to produce an overall fun and polished experience, but we'll also be able to promote a game of which we're extremely proud.
Team Krinoid was founded in the summer of 2010 by John Peters, Peter Hunter, and Max Weinberg. The team produced their first game, a multi-touch "Starfox" inspired space shooter for iPad entitled “Syz: EG,” in conjunction with UC Santa Cruz' senior game design program. The game featured a full voice cast with over 350 lines of recorded dialogue, five unique character abilities, and a unique control style. “Syz: EG” took the “Best Overall Game” prize at the program's first annual Sammy Awards.
The game was released commercially in the fall of 2011 and was praised for its charming voice cast, humorous writing, and innovative multi-touch control scheme.
Since then, Team Krinoid has produced two titles for PC. A zombie-bowling game called “28 Frames Later: Gutters of Blood,” and a game about the life cycle and the beat of the human heart, “Keep Going.”
John Peters: Lead Programmer and CEO
Peter Hunter: Writer and Composer
Max Weinberg: Artist
"Bunny Run" started in the spring of 2008, as Max Weinberg's Game Maker project for UC Santa Cruz' Intro to Game Design course. Max wanted to make a game with the look and feel of "Sonic the Hedgehog," with the mechanics of the most popular rhythm game at the time, "Guitar Hero."
While the game only came in second in the class' end of the year awards, it is still fondly remembered by the staff of the UCSC Game Design Department today.
If we end up getting more funding than we expect, we're very eager to explore the following options:
- A physical release of the game
- Release on additional Platforms
- A level creator for user’s own music
- Additional characters
- Additional levels (and music)
Risks and challenges
Setbacks in game production are inevitable. Whether someone breaks the code, a feature doesn't fit, or an art asset isn't ready on time, you're going to run into some bumps along the road. We put a lot of time into developing a solid concept for the game, and tools to build the game so hopefully whatever setbacks come our way are minimal.
The task of releasing on so many different platforms is a bit daunting as well. We have never released a game of this scale on this many different systems. We're not completely inexperienced in this area, our first game "Syz: EG" is available on three different platforms, but we're by no means perfect. That being said we can assure you that all versions for all intended platforms will not be released unless they are 100% ready.Learn about accountability on Kickstarter
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