Big Hunt
A downloadable game for Windows
➺ Greetings, Hunter.
This is Big Hunt, a pretty-hardcore roguelite-to-be action game, inpired by The Binding of Isaac & Noita.
Your aim is to achieve a series of levels by turning to dust every single monster you will encounter with your bow'n arrow, earn perks, and vanquish the Beast.
Study your foes to spot and exploit their weaknesses.
The game is currently in prototype, and focuses on its core action gameplay mechanics.
Come and join the adventure on our discord : https://discord.gg/JD3f3CtjgA
⤛ Game controls ⤜
- Move : Q D or ⭠ ⭢
- Jump : Z or ⭡ or spacebar
- Interact : E
- Shoot : hold left mouse click to draw the bow, and release to shoot to the mouse cursor's direction.
- Wall Jump : you can do wall jumps by pressing jump when you're gliding against a wall.
⤛ A quick description of the UI ⤜
- You, the Hunter.
- Enter the Starpath to do your build.
- Acces to Boss encounter.
⤛ A quick description of the UI ⤜
- Your current health state.
- The Starpath :
- starting from the left, the goal is to end the run by reaching the far right of the constellation.
- to begin a level, click on an empty highlighted star.
- Status effects bars.
- Click to reset your progression along generating a new starpath.
- Your acquired perks.
- Hovered perk description
Farewell, for now, enjoy your hunt.
Status | Prototype |
Platforms | Windows |
Rating | Rated 4.9 out of 5 stars (10 total ratings) |
Author | Saltitude |
Genre | Action, Platformer |
Made with | Unity |
Tags | 2D, Archery, Difficult, Physics, Pixel Art, Procedural Generation, Roguelite, Singleplayer |
Average session | About a half-hour |
Languages | English, French |
Inputs | Keyboard, Mouse |
Links | Community |
Download
Download
Big_Hunt_Prototype_4.0.0_240815_itchio.zip 150 MB
Development log
- Big Hunt Prototype Edition IV is out !Aug 16, 2024
- Important Announcement !Jun 11, 2024
- Some bugs fixesMay 27, 2024
- Big Hunt Prototype Edition III is out !May 17, 2024
Comments
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The fact that starpaths don't have checkpoints within them makes completing them incredibly frustrating, as losing once means you have to start from the very beginning. It's a shame, because the base mechanics are solid, but I couldn't keep patience through the first after dying several times and needing to repeat the entire sequence of levels from the start.
Beat the update! score was 39. Will see if I can do better, but not being able to see if I can take an extra boss or not before starting will be pretty frustrating.
Best so far is 41. Haven't been given a run with 5 bosses yet. Weird that the wall of three sisters counts as purple now-- that fight is much, much easier than the green worm one let alone the special new bosses. Also weird the boss fight from the original isn't in the game, although I see that the mecha worm thing seems inspired by it.
You're right ! Please feel free to tell us about other strange balancing issues, it was quite the challenge with all added levels in this update !
The original boss was removed to allow us to try out new things, but we'd like it to make its comeback soon =3
Thanks. New best is 42, which is with 5 bosses (including end boss) and taking the hardest paths, but getting pretty unlucky on paths other than getting the option for 5 bosses. I would say the minibosses, including the dragon but except for the Slime Queen which should be 3 points, work well for 4 point nodes, but the only non-boss level that is as difficult is the same one from the first version with the three small green worms. The slime altar level is close, though, if it has a fire turret. If you could guarantee a fire turret, two shooting flies, and change to an actually-dangerous slime it would be purple.
Defiance is also way too easy to be purple, but it's special because it is the first boss level, and that's fine. I do feel like more variety in the first boss level is the number one improvement you could make right now, though; it's a fine level, but it's quite slow due to the worm and turrets all being very defensive, and it's VERY slow if you don't play it exactly the same way every time so that the shots on the turrets are planned out to ensure the worm dies after the turrets.
For hard levels, Acid Walls is very fun and appropriately labelled. High Noon Mania looks cool but I've never actually seen it in the game; in general levels with healing slimes seem exceedingly rare, which is fine in terms of balance. It would be a bit hard without the slimes I think, but not a good choice for purple probably, since it would certainly be the easiest (besides Defiance), and is mostly a gimmick level anyhow (once you know you should shoot a turret and jump over the edge it's more tedious than hard). Easy Tomb should be Medium, not Hard, Exploding Flies is weird because sometimes you get lucky and roll 1 fly and it just seems silly since it is then easier than Cowboy Duel. In general I'd say it feels like a medium or easy difficulty level, but the exploding flies take a while to learn the trick to, so it's probably fine as Hard, though 2 to 4 exploding flies (with the 2 on one side together guaranteed) would be better. Escalade Flies and Small room are fine. PachinkoFliesEasy should really not be Hard. It should probably be Medium but Easy would be okay, too. The actual Pachinko Flies could be Hard, though, again because of the gimmick.
The Goo is another level I've not ever seen in actual play, and it seems a bit hard but probably just because I'm not used to it. I especially wouldn't consider making it purple due to the ledge the player starts on; if it was a level I played a lot I would master jumping off that, shooting, and landing back on it to kill all the slimes regardless of species without danger. BiSphere is fine, but not particularly exceptional.
Three Pillars of Suffering is a bit on the difficult side, it could almost be a purple.
For Medium, there are a couple that should really be marked harder. I'm not going to go over all of them because Medium and Easy are kinda indistinguishable to me in terms of feel and both are stuff you try to avoid to get a high score.
Forgotten Moat is almost Purple. The main reason I wouldn't want it to be purple is because it's too similar to the three short green one level, just easier due to having only two worms and some flies you can use for cover. It sure as heck isn't medium!
Two long wavy should be Hard. Pretty much anything with the poison worms is a lot more difficult than the labeling seems to think; maybe there's something I'm missing in terms of fighting them, idk.
Bridge of Fire should be Hard. It can go really fast, but it can also be a deathtrap.
For Easy, the only thing I wanna say is that One Long Wavy should be medium.
--
One option you might want to consider is adding a 5 point tier for the hardest purple levels (three green worms, worm tank, momma flies in descending order) and then upgrading the harder Hard levels to the now-easier 4 point tier. This would make the game between the hardest Hard level and the easiest Hard level smaller, and the same for Elite. You'd need more 5 point levels for this to work, though.
I finally got a 14 point path but I was so tired I clicked 'new path' halfway through instead of next level >.< ARRRRGHH
Hey ! We just updated the prototype =3
40+ points runs are waiting for you, have fun ;}
Nice! Unfortunately I ran into a glitch on Two Veils where the green worm can push a fly out of bounds (or possibly under a rock, I didn't quite see exactly where it was when it disappeared) rendering the level impossible to complete. Other than that the new mechanics seem fun.
I do miss the dragon, though. What made you take that out?
Nevermind, I just haven't run into it yet in game because it's much rarer. It went into the level select when I beat the game, I think. Do wish there were more dragon levels, though.
Got ya, just made a new dragon that will be pushed in next patch.
Thx for your previous feedbacks ;}
Always a pleasure.
Sorry about this, just found a solution for this, will be corrected in next patch ;}
The sense of control was very good and it was fun to play.
It was easy to play with easy to understand the general types of worms, feather bugs that explode when attacked, turret species, etc. The size and attributes of each worm are different, but the behavior pattern itself is the same, so even if it is the first time encountering a worm species, you can roughly predict its behavior, so it was easy to play because there are fewer first-time kills.
Personally, I like the overwhelming impact of the lizards' attacks, and the puzzle-like scene where the method of clearing the game becomes more puzzle-like as the number of worms increases, nya~!
hi tsuneko, many many thanks for your feedback.
We loved watching your playthrough and are so happy that you've enjoyed yourself!!
You've really captured the spirit of what we're trying to create with Big Hunt, and it motivates us when we see people embrace all subtleties we've implemented like you do. Are we heading to the right direction? We'll see.. :)
New patch out soon, we have a padawan-japanese speaker in our team so it would be a pleasure to chat whenever, link to our discord is just above!! seeya!
I played the new version, too!
It's nice that the beginning is a little easier and has a wider range of difficulty!
The new slime enemies are so cute and soft! I really enjoyed this version too, meow~!
Finally got a 13 point run:I've gotten 12 points hitless, but those darn worms still get me sometimes. I think 14 or even 15 may be possible, but the grinding required to get a seed would be pretty intense-- this only has 1 blue level and double purple is super rare. I know you *can* get 0 blue, but when that happens its usually a 12 point run (either 4 yellow 1 purple or 3 yellow 2 red) or an 11 pointer. Double purple and no blues isn't something I've ever seen.
I got 10 points, but what do I do once I reach the end?
Hi there! Thanks for playing!!
So for the moment, points are just a mean to indicate scoring in this version of the prototype. In a few upcoming patches, we'll implement a first set of skills and objects that you will be able to purchase during your run with this resource to enhance your playstyle :)
If you'd like to follow the production from a little closer and get updated with new features, you can join our discord linked above!
Eventually got an 11 point run. When you update, I hope you make it easier to filter through all the starmaps whose max scores are low when you're looking for higher max-score paths.
Very fun and punishing, reminds me a lot of Rain World, very intriguing, lovely!
The only "issue" I can cite; is just that some enemies are a bit hard to deal with (for eg, two of the green worms are basically impossible).
There's a purple level with three green worms; it's very difficult but the fact their health is quite limited helps a lot. Water cures poisoning as well I think, not sure why.
Hahaha thanks for your feedback!!
Agreed, these damn worms.. we're currently working on balancing + pacing the runs, and also trying out fun (and unfair) stuff to get cool new ideas.
Next patch will be coming fairly soon with longer runs, new enemies, a little bit of polish overall with better quality of life, feedbacks, along other experimental things. Feel free to join our discord if you want to chat with us about the game, it would be a pleasure for us!! :)
This game is so creative and fun !!!!
Can't wait for future updates