Rabbitariat
You are the glorious Chairman of a developing Rabbit nation. Manage your cabinet of Rabbit leaders and worker population to defend against the evil Capitalist Honey Badgers at the barracks, distribute news and theory at the newsroom to the masses to boost their morale, increase food output in the garden and build housing in the tunnels. If the Honey Badgers destroy all your housing or your morale drops to zero, you lose.
Each Rabbit leader has 4 attributes, bravery, solidarity, fitness, and intelligence. When a Rabbit leader is placed at a location by dragging them there, they have the ability to boost the output of the workers assigned to a location. You can view the estimated changes to your resources, defense, morale, food, and housing above each location. Each turn your total worker population has the chance to increase, giving you more workers for next turn to assign to locations.
Each turn you may place the your Leaders and distribute workers at the different locations with the scroll bars. The more workers at a location, the greater chance there is to increase your population. Again, keep an eye out on total housing and morale as these going to 0 ends the game!
If two Rabbit Leaders occupy the same location, there is a chance they may breed and produce a new Leader for your cabinet. Your cabinet grows as your population grows, but watch out - if your cabinet becomes too large, some of your less performant leaders may need to be sent to gulag.
Solidarity forever, Comrade!
Status | In development |
Platforms | HTML5 |
Release date | Nov 19, 2023 |
Rating | Rated 3.3 out of 5 stars (3 total ratings) |
Authors | androidoverlord, meowxist |
Genre | Strategy, Simulation |
Made with | Godot, Aseprite |
Tags | bunny, communism, Cute, Godot, Pixel Art, rabbit, Short, Singleplayer, Turn-based |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Comments
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Got around to actually playing this now, really fun game! On the first and/or second turn I didn't know how to assign workers and only assigned rabbit leaders which got me off to a bad start, but it went pretty smooth once I learned.
I never quite figured out what "walls" were, at first I thought they were destroyed houses but that's a separate statistic so I'm not sure. The only place I found walls destroyed popping up was on the results screen and didn't really understand the significance of it.
The places to prioritize resource allocation seemed to mainly be housing and food. News/morale seems to have no effect so long as it doesn't hit 0, so whenever it dipped below 100 could add an extra rabbit there and it was mostly fine. For defense, I'm more surprised when I do manage to hold out, most turns the badger capitalist machine would always win.
Walls were defenses, probably should have kept the wording consistent. Attack success is based on how much defense you have in excess of the defensive perimeter, so by the end of the game when the badgers are attacking in waves of 100 you need to be at least 100 above the defensive perimeter.
We actually had an idea for low morale triggering worker revolts but we had to cut it in time for the jam.
Thanks for playing our game!
LOVED all of the rabbits. It felt so good to play until the end and defeat the Honey Badgers!!! It felt sad gulagging so many bunnies. It took a few turns to figure out that I needed to assign the cabinet members and a few more to realize to get more you needed more than one in an area.
Was so so so so fun though!
Nice job! It took a little while to figure out what I was doing, but managed to balance the numbers and defeat those capitalist honey badgers!
My leaders never made a babby though :'(
Yeah, we need to make this more clear. The leaders need to work the same location (not idle) for them to have a chance of mating. Impressed that you won without the extra help!
Art style and the song left a big impression on me in the trailer, great title too, will play asap! Very original idea. and great execution.
Great concept and execution! I liked the presentation, the humor, the varied playlist, etc, and the theme complements the mechanics really well. I enjoyed the game loop of being given vague information about oncoming troops and having to dial up my worker allocation accordingly. I would love to see this concept expanded to a point where the player is forced to make difficult tradeoffs.
Does this game have a win state? I played it for a few days while trying to maximize defense, but I never reached any sort of ending.
EDIT: Nvm, I reached the ending!
Thanks for your compliments! In case other people are looking at the comments wondering if the game ends, you win if you reach a population of at least 1000.
I like the art style and music help enhance the theme/tone of the game with each turns urgency. It kinda reminds me of a board game.