I added even more changes to make the game easier for new players. First, when it comes to AI:
AL = Astral Link.
AI level 1 AL = no sacrifice and no evolution.
AI level 2 AL = Sacrifice no evolution.
AI level 3 AL = evolution and no sacrifice.
AI level 4 & 5 AL = evolution and sacrifice.
The second one is related to the required level to access each Astral Link level. Now it's a lot easier to access the next levels which makes farming gold a lot easier too.
Astral Link 5
All missions can be completed now and Mephisto's last Astral Link level now has a different sprite and OST. The credits roll right after you win against him.
Some Astral Link level 5 aren't accessible directly, they require beating someone else first. This is to give a sense of a "story mode", even if there isn't one.
Alright, now that the game is complete, I can finally rest a little bit. The last 6 months or so have been crazy.
Changes
CONTENT: Mephisto now has a different sprite in battle when Astral Link is level 5.
CONTENT: Astral link level 5 now uses a different sprite in cutscenes.
AUDIO: Added Mephisto background OST for Astral Link level 5.
AUDIO: Added Mephisto battle OST for Astral Link level 5.
GAMEPLAY: Decreased the required player level to access the next Astral link levels to multiples of (3, 5, 7, 9).
GAMEPLAY: Astral link level 5 locations are now locked if the required missions aren't completed yet.
GAMEPLAY: Astral link level 5 rewards now include at least one high level Plano by default.
GAMEPLAY: Level 1 AIs can't use sacrifice and evolution anymore.
GAMEPLAY: Level 2 AIs can't use evolution anymore.
GAMEPLAY: Level 3 AIs can't use sacrifice anymore.
GAMEPLAY: Added credits after beating Mephisto's level 5.
VISUAL: Added animation for unlocking Elemental stars.
VISUAL: Elemental stars states are now updated in the world map and explorer UI.
VISUAL: The left icon in crafting animation is now different when unlocking an elemental star.
VISUAL: Added a title (congratulations) change for the final mission.
VISUAL: Added Publisher members names in the credits.
FIX: Fixed an issue where having most dark cards would lead the game to crash after getting a reward.
FIX: Fixed an issue where selecting the first starter deck doesn't grant a skin with it.
FIX: Fixed an animation issue when unlocking a new elementalist and a new mission at the same time.
FIX: Fusion Planos now don't receive a timeout if they are summoned via evolution.
FIX: Fixed a problem with the crafting animation where a different Plano appears at the start.
TEXT: Fixed typo in Misa Mazai effect description.
TEXT: Fixed typo in Hika Mazai effect description.
With the Settings UI update implemented, we are now considering what is the next major project for Resonite. Our original plan was to rework the IK system, but after re-evaluating the current state of the platform, we feel that we might consider another goal: major performance improvements. We’d like to ask you, the community - both new, old, both regulars and everyone watching Resonite from afar - what is most important to you, to help us make the decision on the path forward.
We will keep this survey open until June 4th, because we want to give you enough time to read through it, digest it, discuss it with your friends and community before submitting answers. We will send a reminder two days before it closes.
Our current focus is on smaller bug fixes and additions. We will give you, the community, sufficient time to provide feedback before making a decision on which of these major updates will happen first and which one will be done after that.
View the survey
You can find more details on what would each priority entail in the survey itself as well as number of questions.
You can also discuss it here on Discord, but we might not check this as often as the GitHub discussion: Next Development Priority Thread
Anyway, thanks all for now! Thank you for your time reading this and filling it out, it will help us a lot to know where it's best to direct our focus to make most impact and help this platform grow and make it more enjoyable!
Hello! Today Yorna got v1.5 update. Your saves are fully compatible with the new version, so don’t worry about that. Let’s see what’s new, starting with the biggest change!
Added full Lovense toy support for all toys. Check out this page for a connection guide or look for a local copy in the game’s install directory. The connection setup is pretty simple, but don’t be shy to contact me if you’ll get any kind of trouble. If you aren’t sure what these toys are, feel free to visit Lovense store directly. There’s a special discount event tied to Yorna’s promotion on Lovense. If you want to try some of those toys out – now’s the time.
Renewed art for a lot of scenes with more colorful and juicy variations. Something like 60% of the scene got this color touch-up.
Added keyboard configuration. Now, you can adjust the control scheme to your liking. There’s a WASD present available as an easy preset.
Reduced starting bosses’ difficulty for an easier start. Still, solving puzzles for a better gear should be relevant.
Fixed a bug that forced some options to revert back to default if you exited the game. Now, everything should stay as you configure it.
Added an additional reward in the oasis zone instead of awarding the lucky coin from two different activities.
Fixed a graphical flicker in Octodominatrix scenes during frame swaps.
Fixed a visual bug with sound level in the options menu that sometimes got reduced by 5% from the actual volume value.
Updated some art for Ada’s dresses. Don’t forget to visit Diana’s shop in the first village. She gets regular updates to her inventory as you progress the main quest.
Adjusted minotaur group scene frames to preserve the same art style in all… Details. Minos’ tools no longer swap during the act.
Fixed a bug with different hair in the minotaur domination scene.
Fixed a fade in - fade out during at the start of several domi scenes.
Fixed a visual bug with Ada’s on-map sprite size as she exits Mortimer tower after defeating the boss there.
Adjusted the credits section in the sphinx’s zone.
Fixed Ayane’s dialogue sprite during the final boss cutscene.
We’re thrilled to announce the release of Patch 0.2.0 for Bunny Game! This update brings exciting new features and improvements. We are very grateful to everyone who helped us test this update and provided invaluable feedback.
Maps contain vendors who let you purchase new weapons, traps and abilities to strengthen your defense and offense against enemies
Experience a new dimension of gameplay even after death – players now become ghosts with abilities that allow them to influence the game
Two new currencies added: gold and souls
Pressing M opens a handy world map
Added a lever allows the host to change the number of traitors before you start playing
Added more quests to keep innocent bunnies distracted
Updated tutorial and control scheme graphics (which are now displayed while the level is loading)
VOIP reworked to accommodate ghost mode - ghosts can talk with other ghosts (and they can hear, but not respond to living bunnies)
Reduced positional VOIP hearing range
New props and visual improvements in the game world
Added an optional launcher exe which you can use to select the output display, rendering resolution and window mode
Countless other bugfixes, improvements, and optimizations to enhance your gaming experience
Dive into Bunny Game and explore the new update today!
Winged friends! Our first update after the Early Access brings numerous small and large additions to the game. Thank you very much for your feedback and great support!
Here are the detailed patch notes:
Achievements
- Added 3 New Achievements: Collect 100 silver coins (with progress), discover a secret area, collect a golden plank.
Physics:
- Boxes in Cardboard Land now push you away properly - Fixed Explosive Barrel throwing you too far - Fog in CastleTower level had a collider by accident, removed that. - Fixed rarely being able to run on very steep surfaces that should only be used for climbing - Added a walljump mechanic (a single jump, resets when you touch ground)
Performance:
- Speedrun overlay Performance Improvement, no garbage collection and skips work when not visible, but updating time (but not text) - Grass System Performance Improvement (less Garbage Collection & reusing ComputerBuffers) - Adjustments to Shadows to improve Performance
Collectibles:
- GoldPlank and Secret Areas now have Celebration Sound, Golden Plank got Particle Effect - Enhanced "Inventory" Coins display font - Created Level-End-Screen with nice background and statistics, showing stuff you collected and how many jumps/pecks you used etc. - Created a new UI transition between levels
Music&Sounds:
- Fixed Music Loop in level 1 - Fixed UI Sounds being muted after pausing the game for the first time - Added more dynamic Music Adaption (Moods) to level 1 - Added Music to level 2 - Added music to main menu
Animation:
- Fixed eyes sticking out of peckers back for one frame when pecking into a surface - Fixed eyelid color on skins (for example orange eyelids on blue skin)
Combat:
- Disabled Enemy-Locking (ALT or R3) because it flickered and isn't ready yet, will be reintroduced when combat is overhauled - Fixed enemy knockback, as it could push enemies into the ground - Added skull icon when you defeat an enemy, as the "dying" animation itself didn't look very convincing - Enemies now *poof* away after being defeated. Before, they could block coins or entries with their immovable body
Haptics:
- Improved Controller Vibration, Controller1 no longer vibrates when P2 (or any) Player should vibrate. - Added Vibration to death effect
Graphics:
- Fixed Crossfading on Ivy - Re-painted the path in level 2 because the mesh got changed and the vertex colors were gone
Bugfixes:
- Hats no longer score goals in the soccer minigame, items no longer score multiple points
Translations:
- Added various translations, also for Lockpicking tutorial (Thanks to zuckerwattem)
Enjoy the improvements and stay tuned: We are already working on the next update!