Run Jump Rabbit Turtle cover
Run Jump Rabbit Turtle screenshot
Genre: Adventure, Indie

Run Jump Rabbit Turtle

I clicked a button...

So now the game is released. Enjoy!

Free Demo, now available.

Click the download demo button on the right of this page and check out Run Jump Rabbit Turtle!

Free demo in the works!

Right now the main thing I am working on is a free demo version, mostly likely with 2 levels. One easy with tutorial and one hard. They will be levels not in the normal game. So WISHLIST now and keep an eye out for the free demo!

First review is in! They loved it!

Doctors of Gaming reached out for an early review copy and really liked the game. They do a spot on job of describing the game and what makes it special.

https://doctorsofgaming.com/2019/05/run-jump-rabbit-turtle-review/

UI Changes

The UI has been improved. Doubled the resolution with new text font.
Various other UI tweaks were added to improve what you would normally think a button does in a menu.

Also the arrow keys are now binded as well as WASD by default for convenience.

Camera changes

After more feedback I added options to change the camera speed. It will also feel less jumpy overall.

In the options menu you will find a "Camera" section that lets you change the speed from 1 to 20.

I also changed how the rabbit sprite updates when leaving a wallslide. Now it wont update facing direction as quick so if you enter another wallslide soon after it wont jitter back and forth.

Better Bounce!

Added a little extra tech to horizontal bouncy blocks. Before you had to hold jump after jumping off the ground to bounce between two columns and continue upward.

Now, you can simply hold jump when hitting a bouncy block horizontally and you will regain upward speed.

This is to improve the flow of the game and make the bounce match what a player instinctively does in that situation.

Hitbox update

After taking feedback and watching streams, I added some extra collision code for the red spike blocks. The code will also impact crusher blocks.

Basically there is a 4 pixel forgiveness buffer on all of them. This isn't to make the game easier, but to improve the overall "game feel" when you pull off a series of actions successfully. The change went live right before posting this. If you notice any issues let me know.

Small update

After the great feedback from the speedrun community, I made a few changes.

Keyboard binds are in and work. They will be finished after I'm done drawing the icons for each key. For now the character key or code will show.

Bouncy block responsiveness to turtle jumping improved.

Extra tutorial screen at end of intro cutscene.

Wall jump can now be instant without having to fully enter a wallslide.

And a bunch of other various tweaks.

Ready to go!

The game build is approved and ready to go.

Just finishing up adding achievements and getting the word out there.

That "release" button is just sitting there waiting...