From the creator of the Gundemonium Collection comes a thrilling new 2D action-platformer! Help Bunny escape the Devils’ Labyrinth and defeat the 7 Devils in this hilariously over-the-top action-platformer game. Battle through a large, connected map filled with unique enemies, traps, and puzzles.
User reviews: Mostly Positive (209 reviews) - 72% of the 209 user reviews for this game are positive.
Release Date: Sep 26, 2013

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About This Game

From the creator of the Gundemonium Collection comes a thrilling new 2D action-platformer!
Help Bunny escape the Devils’ Labyrinth and defeat the 7 Devils in this hilariously over-the-top action-platformer game. Battle through a large, connected map filled with unique enemies, traps, and puzzles. Use magical items like the Sylph Shooter and the Hyper Heels to power up and defeat the 7 Devils. Manipulate the fabric of time to solve puzzles and survive. Will Bunny be rid of those new ears she so despises? Only with your assistance can she brave this dangerous maze...

Key features:

  • Beautiful hand-drawn 2D graphics
  • Over-the-top comical style with a charming storyline
  • Play through 7 dangerous areas and battle 7 powerful Devils
  • 2 versions: Choose between the original graphics or new remixed sprites
  • Acquire magical items, new abilities and manipulate time to solve puzzles
  • A new arranged soundtrack by Woofle (Gundemonium Collection), alongside the original
  • Full arranged soundtrack in high-quality MP3 format for listening outside of the game
  • Japanese language support now available!

System Requirements

    • OS: Windows® XP, Vista, or Windows 7
    • Processor: Intel® 1 GHz Processor or comparable
    • Memory: 256 MB RAM
    • Graphics: DirectX® 9-level Graphics Card
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • Sound Card: DirectSound-compatible Sound Card
    • OS: Windows 7
    • Processor: Intel® 2 GHz Processor or comparable
    • Memory: 512 MB RAM
    • Graphics: DirectX® 9-level Graphics Card
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • Sound Card: DirectSound-compatible Sound Card
Helpful customer reviews
15 of 17 people (88%) found this review helpful
1.3 hrs on record
Posted: January 31
Bunny Must Die! Chelsea and the 7 Devils is a metroidvania platformer made by Platine Dispostif, who are known mainly thanks to their bullet hell games Gundemonium and Hitogata Happa. How did the developers manage the genre change?

The level design is in metroidvania style, with semi-open world where you are unlocking rooms of previous zones to progress further. What stands out with the game is definitely the sweet visual anime pixelart style that looks great, considering also the well-made animations. Chelsea and her moves look great!

The unique gameplay mechanics the game offers, is the option to control time. You can stop or rewind the time, and you'll have to use it for few puzzles; in other cases it's a great utility skill for combat. But don't expect spamming those skills, you have very limited resources to slow time, so you can't affect the time for more than few seconds.

Weapon system in the game feels weird, as you are finding weapons through the levels, but you can have only one weapon at time and you can't swap to the previous weapon. You have to hope you'll find your favourite sword or boomerang soon again.

What ruins the whole impression from the game is the controls. They are terribly clunky, you'll miss jumps pretty often. To dash, you have to quickly double tap the movement key which usually badly reacts in shorter ranges to jump. Blocking is made, as it feels like a tradition for Japanese platformers, by tapping the specific movement direction in the moment of impact.

Bunny must die, and she will die a lot. Sometimes because to higher difficulty, sometimes because you couldn't get her movement fully in control. Ability to control the time is nice but it doesn't change the fact that this is mediocre platformer with bad impression because of clunky controls.
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19 of 28 people (68%) found this review helpful
1.1 hrs on record
Posted: January 19
With one of the longest titles in video game history, Bunny Must Die! Chelsea and the 7 Devils is a 2D platforming action adventure with rigid and terrible controls that get in the way of any fun there could be. On the surface its a good looking game and I think that's all there needs to be. You fight a giant cat, you wear a bunny girl costume while platforming a labyrinth and there's a button to take a selfie screenshot. Does a game need more than that to sell it? There is plenty of old school charm with the visuals, a few items to collect like running shoes and the game's time mechanic that lets you freeze time around Bunny and halt traps. Other games have done it better, but the genre itself is popular enough where any game in it becomes a must own.

When you start the game for the first time, you're given a choice what type of game window you'd like and you had better make the right choice because you're only asked once. Making the wrong choice gives you a black screen with music. You can sometimes remedy this by pressing Right, Right, Z and then Right, Right, Right, Up, Z. Otherwise just go digging through the game's .ini file to solve the problem. Perhaps that's a Windows 10 issue, but its still a giant issue.

The real problem is that its tough to control Bunny. Movement feels stiff and you're either attacking or moving, never both at once. There is no duck attack, but rather Bunny will attack down at an angle. She can also attack up and up at an angle. Another limitation is when you're attacking, there is no way to turn around. You need to stop attacking, move the other way and risk bumping into an enemy if they are close enough.

If you try to nudge your way off of a platform, if you do it too slight, she will correct herself back on the platform. This feels like a glitch to just disappear and move ten pixels over to safety. On the other hand, there are plenty of blind jumps with the potential for death spikes below. To compensate, you can halt all movement and push down and after a moment the screen with scroll down to show you spikes. Plus, the item icons can obscure what's below even if they're a bit transparent. The list of items seems unnecessary since you never have to switch between them.

Oh but then there are other blind challenges, such as flying enemies that shoot and gravity takes their projectiles downward to you. They can fire at you from off screen and it adds to the challenge, but only because movement is so stiff.

Once you earn the running shoes, you can dash with a double tap in one direction. The dash is quick and you can jump kick enemies with it, but the issue is that its easy to run by accident. Perhaps using a keyboard makes it less prone to issues, but I was using a 360 controller.

Bunny is a game with several weapons and she can only hold one at a time. Some are interesting, others are basic like throwing swords. Rather than a gun they are swords. She can get a slashing sword that is borderline useless since its easier to kill enemies from a distance with anything else. There are boomerangs which are always cool to have in any game and even a giant mace that will come back at you. Using the mace almost turns into an orbiting shield. The only downside is you need to catch the mace again to use it.

To get these weapons you need to break candles, which is fine because other games have done it before. The issue is if you are close enough to a candle and a weapon drops, that weapon is yours. The old weapon should be dropped so you have a choice. While weapons only pop out of specific candles I found myself getting a weapon by accident and I'd need to backtrack to get the weapon I did want.

One of the interesting facets of the game is the jump mechanic. Its just as rigid as movement, but when you just jump, its a tall jump, but when you leap in a direction, Bunny spins around. When you spin and attack she will throw weapons in a spiral. Well except the mace. The mace can destroy red projectiles, while other weapons can only take out blue ones. This is helpful for boss fights.

As for the bosses, the early fights feel laughable and easy. Just stand and spam your projectile. One boss managed to never hit me, despite standing in front of it and never moving. Perhaps that was just a boss rather than one of the 7 devils. Major bosses incorporate a cut scene, but I was never invested in the story. The title says more than what you need to know.

The time mechanic feels underutilized. Time will stop everything but Bunny and her mace. It stops your projectiles, that is except for the mace, but the catch is the mace cannot damage enemies when time is stopped. The game attempts to make more use of the time mechanic by letting you hold the button to reverse time, yet I was never able to get it to work except for a few occasions. Even then it only respawns candles and enemies I had destroyed. If there's anything that needs explaining, there are several signs with hints. Things like freeze time to jump on a platform, freeze time to disable a trap and double tap a direction to run and jump a gap.

Death in the game is a true annoyance, because its game over and you're kicked out into the main menu where you must continue from your last save. This is a ridiculous punishment for a tough to control game. I would think that a mechanic that lets you reverse time would spare you from death, but no; Bunny needs to be alive to reverse time. That feels like a missed opportunity and the entire game feels like missed opportunities. You have a time stopping mechanic yet there are no puzzles beyond find an orb to open a door. You collect items so fast and furious it makes me feel like the game is devoid of content.

Saving will restore health and your time powers. When you save it adds time to your run, so for experts, there is reason to run through the game with minimal saves. Collecting purple triangles that spray out of defeated foes and candles will refill your time meter. There are a few collectibles that will increase your time meter as well.

Bunny Must Die! Chelsea and the 7 Devils is a game that needed more time on the fun and less time on the graphics. The art and style help sell it, but its a tough game to play or enjoy for that matter. At the price tag, a night with this bunny feels like a risky proposition.
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3 of 5 people (60%) found this review helpful
1.2 hrs on record
Posted: January 29
While I want to really like it, and I sort of do, this game is just too frustrating for me to really want to continue it to the end.

Now I know that I'm really just supposed to Git Gud, because it's not that the game is really bad or anything... It's just that the controls and the way the character handles are just so much of a puzzle to keep up with.

The game is almost literally Metroid Castlevania, and I do like these types of games. You start underpowered, unable to even walk to the right until you get a powerup... Wall candles that break to give you stuff and weapons, and upgrades that give you health, new abilities, etc.

The "story" of Bunny Devil Sin: Stacies First Day Out, is obviously purposely half ♥♥♥♥♥ as a kind of joke. Much of the intro and cutscenes and other dialogue boxes show a somewhat cheesy comedic aspect, probably designed to make fun of how ridiculous situations and universes are that a lot of video game characters live in. It's dumb, but it's meant to be dumb, and that's fine.

The graphics are very well done, nice animation and sprite work. The sound effects are OK, if a little annoying and cheesy, but the music is nice and well done.

Of course though, my biggest gripe with the game is the archaic controls and movement for the player character. You can't change direction in mid-air or during a spinning jump, which means no turning around to change direction or shoot. That would normally be ok, but there are like 3 or four different kinds of jumping, with the most useful one being jumping from standing still. The sprinting/dash jump goes far but isn't tall. OK, that's understandable, but when you are walking left or right your jump will be just too short to get onto ledges for some reason, meaning you will have to run up to walls, and then stand still against them, jump, AND THEN press left or right. You can't really press any other buttons before you jump if you wanna get up, you have to jump THEN move... Which is the kind of stuff that games like Action 52 taught us was bullhonkey.

There's so many things I was irked about in just an hour of play I could probably write a million more paragraphs just about the awkward movement, but I'll at least try to wrap my qualms with the movement up. Walking to the edge of a ledge will give you a little push-back so that you don't fall off. That's cool in a lot of platformers, but there's such a large area it considers you will fall off of that it just seems more restrictive and janky than anything else. Most games would at least let one of the characters feet dangle off the ledge, but not here. You can't just start shooting to the left if you have already started shooting to the right. Once you start shooting you can hold down and aim in a couple of angles up and down. But if an enemy gets behind you as you were trying to spray at them, you have to stop shooting, finish the animation, get up, and move five feet in the other direction to turn the character around so you can shoot the other way. By that time the boss has usually done another swoop over your head back to where you were aiming before... And lastly, the multiple weapons in the game, and how you obtain them.

The variety of weapons is cool, and a lot of them have various uses... but... The way that you get them is so obtuse that you will go out of your way to try NOT to get the next new weapon since you don't even know when you will get it, or how useful it will be. Weapons drop out of a certain few candles mixed into the environment along with ones that recharge time meter stuff, but they don't look any different than the normal ones, and once you pick up that weapon you are stuck with it until you either find a new one or go back to a candle you've memorized has a weapon, and get it back there. I understand that this mechanic is basically just Castlevania, but it seems like a decent idea from Castlevania that was just taken and poorly implemented. This game isn't arcade-y at all really, and the weapon you pick up is your ONLY weapon, not a secondary one. If the candles looked different than the others, or you could keep and switch through them, or something... It's just such a weird choice to have certain weapons only hidden in certain candles in certain places and once you pick one up you can't even change it unless you backtrack.

I think my last gripe along with all of that, is just that every time you die it kicks you back to the main menu. Why. Having to do everything again from your last save-point is fine... But why do I have to go back to the main menu to load them? Why not just respawn at them right after you die...

Overall, it IS a good game, just... uh... not for me I guess... The controls and movement physics are just too puzzling and confusing to really get a hang of for me, and it's almost like every mechanic of this game was designed to stop the flow of combat and platforming that would normally be in a game like Metroid. It's expected to go fast a lot of the time, but you are made to stop every five seconds to correct a jump, or kill an annoying enemy, or to just try to figure out one simple thing that shouldn't be so complicated when plenty of other games did the same stuff so fluently... Ah well.

Oh yeah, and theres this time stopping/reversing mechanism, but it's just not too... enticing or incentivizing to use. Stopping time runs out very quickly, controls are still as clunky as before, you can't attack, and you can still be damaged. Reversing time doesn't seem to have much of a use outside of a few puzzles that have doors close too quickly to run through. You can't even rewind time to revive yourself.

Just too clunky of an action platformer for me. I'm sure the mechanics and controls can be memorized and perfected through time, but I'm an easily confused individual and even if I did memorize them I would constantly be miss-pressing and messing up things. Though even memorization of the controls still wouldn't rectify some of the other questionable issues that this game has.
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3 of 5 people (60%) found this review helpful
1.0 hrs on record
Posted: January 4
This is a really fun and goofy metroidvania developed single handedly by a Japanese developer. I dont like using the term "metroidvania," but that is preciesely how this game functions. It feels like it was developed during the SNES/Genesis era, which makes me happy. (Slight digression: this is as opposed to the many indie games out there today which use sprite-art and chip-tune sound effects, but dont feel like retro games in the slightest.)

I will admit, I have not yet finished the game as of writing this review. But I have played through a good portion of it, and I enjoy it thoroughly. It's light-hearted nature and authentic retro feel always brings a smile to my face when playing.

Put the sound track and visuals on "classic" and enjoy!
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144 of 174 people (83%) found this review helpful
31 people found this review funny
1.2 hrs on record
Posted: October 24, 2013
The closest thing to playing a Metroid game where Samus Aran is dressed in a bunny suit.

It's also less offensive than Metroid: Other M.
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