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INDIEGOGO LIVE MARCH 14 TO APRIL 13: https://www.indiegogo.com/projects/busty-bunny-the-bounty-babe-on-game-boy

You are Busty, a buxom bunny bounty babe, looking to nab the ultimate score, a gang boss named Fanny Fennec, leader of the Fanny Pack. You land your 57 star cruiser spacecraft on the outskirts of Delta city on the planet 6-9. instantly you can see evidence of the gang. Propaganda posters litter the streets, urging people to join the pack or submit to it. Then you see them. Fennecs start to emerge from the dark, trash-filled alleyways. They glare at you menacingly. They know who you are and why you are here, and they are not going to go easy on you. Get ready for the fight of your life!

Survive the onslaught of enemies and get to the goal sign at the end of each level! pick up Bimbo-Cola to refill your health! 18 levels spread across 6 unique zones, with 3 amazing boss battles!

CONTROLS:     X - JUMP     Z - SHOOT  


VERSION 1.02!

The game has been updated. I recently played through it on an original Game Boy, and found parts of the last level too difficult, so I changed it a little. It Should be less rage inducing now. Also fixed were a couple of enemies that you seemingly could not avoid. Enjoy!

StatusReleased
PlatformsHTML5
Rating
Rated 2.9 out of 5 stars
(18 total ratings)
Authorookamithewolf1
GenrePlatformer, Adventure
Tagsbusty-bunny, Furry, Game Boy, Game Boy ROM, Sci-fi, Space

Download

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Click download now to get access to the following files:

Busty Bunny Manual.pdf 4 MB
Busty 1.02 ROM 1 MB

Development log

Comments

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I like the game and the design is good 

also can you make strip rock paper scissors game with sex scene at the end if your female opponent lose and completely naked? 

(1 edit)

graphics, sound and overall aesthetic reminded me of playing batman for the game boy, excellent job on that feel! The game was a little difficult for me nowadays though, but only because I've become L A Z Y lol. Good stuff! 

(+4)

i think a lot of people in this comment section are giving you way too much crap. heres what i have to say:

i enjoyed what i played, and its apparent you put in much more effort than a lot of the crap i see some devs make.   i enjoyed the music a lot and the game has lots of charm, but i was having some difficulty telling the difference between the foreground and background.     In a game with a night time city setting i would make the background black and dark grey, while all platforms have a white outline around them. this will help quite a bit.    other than that, physics aren't always easy to get right so i won't grind you too hard on that, they could use some improvement, by no means is the game unplayable. i would consider lowering the gravity, fall gravity, as well as the jump height.


i hope you do more with this game in the future!

Well put.

(+1)

This game was hell...
First off: there is this really weird momentum mechanic that's hard to control which also makes you slide off of stuff which is extremely annoying.
Secondly: the lack of instructions at the start leaves players lost. They don't know what they can jump on, where they are suppose to go, what hurts them ect.
Thirdly: A LOT of the AI is buggy as hell. Things don't start moving until you can visibly see them, which leads to players getting ambushed literally nothing they can do, and that's not even mentioning the "double back" bug: the AI often doesn't make up it's mind on what path it wants to take and occasionally doubles back, especially on zone 6 area 3, where it becomes extremely annoying, and down right sabotages run after run.
Finally: The game is lack-luster and difficult as hell. 21 different levels including bosses, and your reward is...well, I'm not gonna spoil it. 
I get it, this was probably a side project that you just wanted to get done and put a lot of effort into and for what it's worth, I could genuinely see this being a actual gameboy game in the 19th century minus some of the suggestive designs and dialog. (In spite of all the bugs and nonsense)

(+2)

I think most of the issues you are describing are due to the limitations of the gameboy itself, and I didn't have the same experience playing on original hardware (though it was difficult).

The friction mechanic is to compensate for the movement in an analog d pad usually, so I never noticed it being an issue personally, and again not sure if it was because I was playing on an actual gameboy, but I thought what you could and couldn't jump on seemed obvious (and it would have been very rare for a gameboy platform to give you any instruction, so the experimentation felt a little authentic). 

Gameboy does not have the memory capacity to store all AI states, and memory management often involves instantiating the same object at different points in the level when the screen is triggered at a certain point, so the lack of movement when the player is off the screen is actually the norm, and involves some painful memory tricks if you want to do anything different.

Just giving you my opinions around what you said, as somebody who has developed multiple gameboy games, both in GBStudio and in C. Personally I thought some levels were frustratingly hard, and would have benefited from a checkpoint.

(+2)

There are instructions... in the manual booklet. I never put in game tutorials as I personally can't stand them. Modern games I feel have a lot of hand holding so I try to avoid that.

The AI isnt buggy. It's behaving exactly as coded. As Saxmachine mentions the GB can't move things off-screen, so the enemy only become active once they enter the frame buffer (ie; just off screen). The double back was accidental but it gives the enemy random movement, which is what I wanted to begin with. 

I'm glad you liked it enough to complete it, that says a lot.

Oh...I didn't download the manual booklet, so I...right. 

Fair point, but there are still enemies that move into you by the time they are on screen, making parts of the game unfair. As for the double backing, the problem with that is it becomes unpredictable which further disrupts flow when doing good on a level.

Side note: Despite being hell, it was indeed "fun" in a hard to describe way. Even if there are things I don't like about this: thanks for making it and giving people the chance to enjoy your creation. 

(+8)

Was hoping for H scenes and at least a general sense of where I'm supposed to go.

Was disappointed in both areas.

I assume the creator considers the gameplay more important and honestly I want to agree but I too was disappointed with the lack horny content.

(+2)

Honestly I wanted to tone it down for this game in order to reach a wider audience. I put the adult tag just to be safe, although mostly it's just for the innuendos.

Fixed a small bug in Palatial Glacial II. Updated files to 1.01.

So far so good, I'm pretty sure I'm in the zone before the 2nd boss. Phew, been a min since I played a game like this. Out of curiosity, "57' Star Cruiser" 57' Chevy inspired? (If so, good taste, favorite car so its a win in my book lmao) or just random?

(+1)

57 Buick

Hey, still a really pretty car!! i didn't realize the similarities lol

(1 edit)

If anyone finds a bug or glitch please let me know by replying to this post so I can fix it.

I may have found one but am unsure

Let me know what you found. If it's a bug I'll be sure to fix it.

So there's a skip you can do in the first level where one of the second layer platforms is accessable from the ground layer without having to go across.

Again, not sure if it's meant to be there or not but wanted to point it out.

That was originally an accident but I didn't want to re-design the entire level to fix it so I left it in as a hidden shortcut.

I mainly noticed this in area 6 level 3 (the place right before the final boss), but a lot of the enemies don't start moving until they come into screen and the movement is pretty...well...they occasionally double back randomly. It's very annoying and makes the game unpredictable. Aside from that and some hit boxes, it seems good in terms of bugs.