Inspiration
Rabbit Hole was inspired by the kind of platformers that look simple at first, then quickly reveal that every jump can be a trap. I wanted to make a game that feels funny, frustrating, and rewarding at the same time the kind of game where dying is part of learning, and learning is part of the fun.
I also wanted to build something that encourages creativity, not just repetition. That led to the ghost mechanic, the level editor, cosmetic rewards, and the idea of letting players make and share their own challenge levels.
What it does
Rabbit Hole is a ragebait platformer where the goal is simple: reach the door.
The catch is that the level is full of traps, trick floors, moving hazards, springs, gravity flips, and hidden surprises. If you die, you respawn instantly and try again. On haunted levels, your previous attempt replays as a ghost, and that ghost can trigger traps too. So sometimes the best way forward is to learn from your own mistakes and follow your past run.
The game also includes:
- A level editor for creating custom stages.
- Trap and tile placement tools.
- A playtest mode so creators can test their levels before submitting them.
- Cosmetic rewards like hats, shirts, and skins.
- Leaderboards and completion rewards.
- Bunny flag options so players can represent a faction or identity in-game.
How we built it
I built Rabbit Hole as a 2D platformer focused on precise movement, fast respawns, and replay-driven level design.
The core gameplay loop was designed around:
- Entering a level.
- Learning from hidden hazards.
- Dying, retrying, and improving.
- Beating the stage and earning rewards.
For the level editor, I created a system where players can place tiles and traps, name their levels, and test them before submitting them. We also added a validation rule so players must beat their own custom level before it can be submitted, which helps keep the community content fair and actually playable.
The ghost system was one of the most important parts of the design. It lets a previous attempt replay as an echo, turning failure into a useful tool instead of just a reset.
Challenges we ran into
One of the biggest challenges was balancing difficulty. It was very easy to make the game too hard, especially with trap-heavy layouts, so a lot of time went into playtesting and adjusting level design.
Another challenge was making the editor flexible without letting players create impossible levels. That is why we added the requirement that creators must beat their own level before submitting it.
Designing the ghost mechanic also required careful thinking, because it had to feel useful, funny, and fair at the same time. I wanted it to create clever moments without making the game confusing.
Accomplishments that we're proud of
I'm proud that Rabbit Hole feels like more than just a platformer it has a personality.
The ghost mechanic makes the game stand out, and the editor gives players a way to create their own experiences instead of only consuming the base levels. We are also proud of the reward system, the leaderboard, and the cosmetic customization because those features give players reasons to keep coming back.
Most importantly, I built a game that captures the exact feeling I wanted: frustrating in the best way, but still fun enough to make players laugh and try again.
What we learned
I learned how important balancing is in a platformer. A level that is too easy is forgettable, but a level that is too punishing stops being fun.
I also learned that making a game replayable is just as important as making it beatable. Features like ghosts, rewards, cosmetics, and custom levels add long-term value and give players more reasons to stay engaged.
Finally, I learned that good level tools matter. If players can build and test quickly, it becomes much easier to support creativity and community-driven content.
What's next for Rabbit Hole
Next, I want to expand the content and polish the experience.
Possible future additions include:
- More trap types and movement mechanics.
- More cosmetics and unlockable rewards.
- More themed levels or event levels.
- More polish for the editor and playtest flow.
- New modifiers that make levels even stranger and more replayable.
I also want to keep improving the balance between chaos and fairness, so Rabbit Hole stays challenging without becoming impossible.
Built With
- devvit

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