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Story:
It was a tranquil day. All the days had been peaceful for our questionable hero since he decided to go back to the uneventful life of space cartography. Flying in high orbit over a planet classified as uninhabited was about as exciting as he'd want his day to get, moles aren't exactly known for their venturesome inclinations. Particularly not this one.
"Why does a barren splotch of a planetoid like this have a security system?!" was the one thing he wished he had more time to reflect upon as he crashed at full tilt. Today wasn't going to be like any of the other days, he thought as he crawled out of his junked ship. More importantly, why were those pink rabbits staring him down like the planet's face was in a dire need of a molectomy?

The Game:
The game features a mix of 2D platforming, puzzle solving, run 'n gun and shmup segments. However, those are only the core gameplay features, our main focus is to deliver a diverse, yet quality consistent, experience.
Leporiday does not rely too heavily on a single gameplay trope. Keeping the player engaged by offering varied mechanics and gameplay segments in expansive free-roaming levels without breaking the pacing and flow of the game is our goal.
We put a lot of work into deciding upon the aesthetic of Leporiday and creating the environments that you will be exploring. All of the graphics are 100% hand drawn. We decided to go with a design inspired by classic Hanna-Barbera cartoons for the characters and a dusty, more abrasive, style reminiscent of early pulp magazine illustrations, like those seen in Amazing Stories or Weird Tales, for the backdrops. We believe that the mix gives our game a unique look and hope that you like it as much as we do.

Gameplay and Mechanics:
With Leporiday we are looking to deliver a gameplay experience that will initially seem familiar to fans of puzzle-platformer and metroidvania action-adventure games, but that will constantly feature segments deviating from the norm and unique spins on already established mechanics.
As long time avid gamers, we recognize that good graphics and unique aesthetics do not make a great game by themselves. We strongly believe that a game's quality is mainly defined by the quality of its interactivity. The focal point is creating a game with responsive controls, varied mechanics that play well off each other and lead to interesting and unique experiences, interesting level design filled with thought-provoking puzzles, exciting action sequences, as well as intriguing exploration.
Here are some of the mechanics already implemented in the game:

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