You Are a Skunk by LTPATS
How To Play:
You are a skunk. Do skunk things.
Raccoons and owls will attack if you get close.
Your spray shoots behind you.
Raccoons can be stunned, but owls are immune.
Controls:
* Mouse to Look.
* WASD / Arrows to move.
* Space / Right Shift to Jump.
* Left Mouse / Right Control to Spray.
* R to reload level.
* Esc to show menu.
Other Notes:
- You have infinite health and ammo.
- There is a minor bug that allows you to temporarily slow fall, though it isn't game-breaking (that I know of).
- It is possible to leave the playable area.
You are a skunk. Do skunk things.
Raccoons and owls will attack if you get close.
Your spray shoots behind you.
Raccoons can be stunned, but owls are immune.
Controls:
* Mouse to Look.
* WASD / Arrows to move.
* Space / Right Shift to Jump.
* Left Mouse / Right Control to Spray.
* R to reload level.
* Esc to show menu.
Other Notes:
- You have infinite health and ammo.
- There is a minor bug that allows you to temporarily slow fall, though it isn't game-breaking (that I know of).
- It is possible to leave the playable area.
Ratings
| Coolness | 76% | 2 |
| Overall | 3.63 | 182 |
| Audio | 3.05 | 365 |
| Fun | 3.39 | 276 |
| Graphics | 3.65 | 228 |
| Humor | 3.56 | 157 |
| Innovation | 3.58 | 240 |
| Mood | 3.50 | 162 |
| Theme | 4.07 | 66 |
Great job!
Interesting idea. Game looks nice, and plays nice. Doesn't smell nice though.
Good job!
Can you do anything to the owls, or do they just maim you?
Great mood, and simple and effective controls. Great job.
It sits in a sort of strange odor-filled dreamish middle-ground. There are a lot of different aspects that come together, like the audio and the 90's style rough models that make it somewhat appealing. It embraces the dirty, nasty little things and puts them on the spotlight. But for all the things that make it special for rolling in its own filth, I can't help but feel like the abnormal content isn't being matched by the gameplay mechanics.
Generally speaking, the gameplay consists of a giant to-do list. A bucket list only appropriate for the life of a skunk. I didn't find this aspect terribly interesting to carry out because rather than the actions being genuinely nice to interact with and just letting people run around... it kind of feels a bit stale.
For instance, what happens when you mark territory? Well, the tree gets a visual effect and the number on my to-do list goes up. It doesn't feel like I'm playing and learning how a little system works, like say if I sprayed trees to keep predators away or even something strange like growing skunk babies like little fruits that would follow me around. The reward for doing things are based around that checklist, rather than doing things because doing them is interesting.
Perhaps that's a bit harsh, doing things is interesting but only for a very small amount of time personally... and I think that's mostly due to there not being much of a dynamic to the world created. Everything feels... well everything essentially is fairly static, frozen, sometimes they rotate, but the world feels a bit dead you know?
I know this sort of thing requires a lot of work for the short deadline though, so perhaps asking for a dynamic living world is somewhat extreme... but I just wish that it was a bit more engaging than it is currently.
The visuals and audio really provide an atmosphere that feels kind of unique to your work. I think if the internal systems for the game had been as unsettling and... well... strange as the content... then it would have felt much more cohesive in general.
Either way, you've done a very nice job on this entry and I hope you enjoyed making the game! And of course I hope others can find things they like about it as well.