Deranged Rabbits
If you liked Super Meat Boy but wish the protagonist were cuter and the brutality more cartoonish, Deranged Rabbits scratches that itch across 75 bite-sized levels of carrot-chasing mayhem. Small scope, surprisingly sharp execution.
GamerScout Verdict
Best for precision platformer fans who care about shaving hundredths off their best time across bite-sized, replayable stages.
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About Deranged Rabbits
I did not expect to spend a genuine chunk of an afternoon replaying the same seven-second platformer stages over and over - voluntarily. Deranged Rabbits is the kind of micro-arcade experience that tricks you into caring about milliseconds. You play as Fluffy the Bunny across 75 single-screen levels spread over five distinct worlds, from the breezy Happy Grasslands all the way to the punishing Lava Inferno. The goal on every stage is the same: reach the carrot without dying to spikes, sawblades, or wrecking balls. That simplicity is the point. The cabbage system is where the game quietly hooks its claws in. Clearing a level under a set time threshold earns you a cabbage, and collecting enough cabbages unlocks special modes - including a screen-spin variant that the developer clearly designed to cause suffering. It is a low-key but effective speedrun loop, and the game even ships with a dedicated Speedrun mode that puts all 75 levels back-to-back and posts your total time to a global leaderboard. The movement feels tight enough to support that ambition, and the level design introduces new hazard types at a steady enough pace that the game rarely feels repetitive even when you are on your fifteenth retry of the same screen. One Finnish games publication called it "a fast, compact and deadly platformer with competent speedrunning aspects" - that about covers it. The community around Deranged Rabbits is tiny and has been since launch. Steam reviews are sparse, there is no active speedrun scene to speak of, and the local co-op for up to four players - while a fun idea - has no online equivalent, so you actually need people in the room. A couple of players flagged the rotating-screen levels as genuinely nauseating, and there is a minor timer quirk where the clock only starts once you move after a death, which can feel fussy during fast retry loops. These are real friction points, not deal-breakers, but they are worth knowing before you go in. The visual style is chunky pixel art rebuilt from the ground up before the Steam release, and the 8-bit inspired soundtrack fits the tone without overstaying its welcome. Neither will win any awards, but both serve the pace correctly. This is a game that knows exactly what it is: a short, focused, old-school platformer with a small sadistic streak. If you are the kind of player who chases leaderboard times and resets levels for a better run rather than just moving on, there is genuine value here even at a modest play count. If you need a long campaign or any kind of narrative, look elsewhere.

Catch-all
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System Requirements
Minimum
- Processor
- ~ 1, 8 GHz
- Memory
- 512 MB RAM
- Graphics
- 128 MB Graphics memory
- Storage
- 50 MB available space
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Game Info
- Developer
- Grove Comp
- Publisher
- Grove Comp
- Release Date
- Jul 29, 2016