First of all, I just want to say I really love this game and appreciate all the hard work going into it. I’m fully invested in testing and providing feedback, hoping this helps refine the balance a bit.
Cage System:
When a Bunny gets captured and placed in a cage (if there even is one nearby, since there aren’t many), it currently takes way too long to free themselves when alone. It should take time, yes, but not excessively long. Maybe it should not be possible to get out without a lockpick or a bunny helping.On the other hand, for the Mage it’s quite punishing because of the Marble mechanic — the reaction window is incredibly small, probably the harshest skill check in the whole game. A slightly more generous timing window or a slightly larger skill area would make it fairer.
Also, every bunny and their parents have at least 2 bikes at all times and its fairly easy to troll the mage with that. Id suggest to make them less commen or increase the inventory space bikes need.
Looting & Wiggle:
When the Mage picks up a Bunny, the wiggle mechanic feels too strong. The Mage needs to loot first (around 2 seconds), then insert a card — but it often fails. Sometimes you must loot twice before an item drops, and by then the Bunny usually escapes. At higher MMR (around 2k), it’s almost impossible to loot twice, insert a card, and still manage to cage them. Solution: let me Stick my card inside the bunny regardless of its inventory space.
I also realized that there are a lot (too many) deadspots the mage can not reach while a bunny freely can do an objective.
Mage Teleports & Ticketman RNG:
Mage teleports are heavily countered — most lockers have marbles or alarm bunnies inside. Meanwhile, Ticketman RNG is inconsistent: sometimes great, sometimes useless. I’d suggest making Teleport lockers RNG-based, but better placed, and having Ticketmen spawn more strategically.
Thanks a lot for reading!

having to manually put them in a cage or le box helps with the game balance