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Bunni: how we first met
Posted On 5/6/2012
Bunni, like Triple Town, is a Dan Cook design (in this case with Andre Spierings), but the gameplay is quite different, though the graphics are equally cute.
It is, at its core, an aufbaustrategiespiel, that genre of builder game more popular in Europe than the US, and typified by the Anno series -- but, of course, vastly stripped down and simplified for a casual game audience.
You are a sort of bunny-king; at game start, you're given a bunny house, a forest, and a lumbermill, and instructed to place them, then put your bunny in the lumbermill. It starts to produce wood. Then you receive your first store, which allows the purchase of additional houses, lumbermills, stone hills, and quarries; wood and stone are, obviously, the main resources of the game. You must also plant flowers to feed your bunnies.
When you have enough resources, you can purchase access to the next island in the archipelago, expanding the area you may exploit; and also may purchase the next store, which provides improved resources and extraction mechanisms, along with the ability to create foxes, who move a bit faster and are therefore more efficient workers than bunnies.
And so on, up the ladder, unlocking new stores. There is a bit of a narrative element; you meet a girl bunny early on, and the endgame involves wooing her; and a variety of bunny ghosts advise you as well.
It is not as strategically deep a game as Triple Town, but it is enjoyable, and seems well-tuned to for a casual audience.
Late-game items often require gems to purchase; occasionally, you can gain gems by shaking apple trees, but it seems fairly obvious that eventually this will become a free-to-play game, with gem purchase the point of monetization. At present, it's entirely free, however.