Dagobert by Jellyhard

[raw]
made by Jellyhard for LD32 (JAM)
Dagobert is a puzzle platformer where you must help Dagobert get his sick pet to the the forest veterinarian.

Controls:
Movement -> WASD
Charge and Shoot -> SPACE
Reset level - R

Ratings

Coolness 91% 2
Overall(Jam) 3.36 398
Audio(Jam) 3.20 317
Fun(Jam) 2.98 575
Graphics(Jam) 3.84 233
Humor(Jam) 3.05 433
Theme(Jam) 3.81 187

Feedback

Zamboni Macaroni
21. Apr 2015 · 02:19 UTC
Love the leaf that covered up the junk. Seed idea was cool. Need a charge bar for throwing distance. Nice art!
RedFil
21. Apr 2015 · 04:46 UTC
Nice art and music. Liked the end, but wanted to see some more hard levels.
Christina Antoinette Neofotistou
22. Apr 2015 · 03:23 UTC
I would make the tomato plant a lot more powerful, and not have it die so quickly. Lovely game!
SuperKid
22. Apr 2015 · 03:23 UTC
Good idea and execution.
I think its hard to charge the seed, and control where it could land.
Really good art and music!
andrewjoy
22. Apr 2015 · 03:24 UTC
Yeah, the junk leaf is awesome :D Well done, awesome game.
Chippington
22. Apr 2015 · 04:23 UTC
A charge bar or something like an arc predicting the trajectory would have been nice. The collision is a little wonky, like the seeds would hit the side of a wall and grow up instead of to the side. Enemies or the player has an unnecessarily large hitbox.

Really neat idea, though, and the sound effects/music were decent.
muromets
22. Apr 2015 · 04:29 UTC
Nice art, had a lot of fun
juxipolo
22. Apr 2015 · 04:34 UTC
nice art, animation, and music. A bit frustrating to aim your throws
GTA LUDUM V
22. Apr 2015 · 04:37 UTC
Awesome game, i've finished this game.
Great idea using leaf, you just need to add power bar.
bradur
22. Apr 2015 · 05:34 UTC
This was a fun little puzzle game. The mechanics were interesting but I was having a rough time using the shooting system. It didn't feel very intuitive, and I missed lots of shots. I did manage to finish the game though.
TheMeorch
22. Apr 2015 · 05:38 UTC
Lovely artwork, and a neat game mechanic. It would be helpful to have a visual indication that the character is charging, perhaps with different levels to give more of a sense of how charged they are. Nice work!
lochmann-apps
22. Apr 2015 · 15:36 UTC
Cool seed idea, fits the theme quite well, good exaplanation of the game mechanics at the beginning.
guoboism
22. Apr 2015 · 15:38 UTC
Nice idea, but control is odd. Seed shoot too near
ekkiiiii
22. Apr 2015 · 15:41 UTC
Great mechanics, especially considering the theme. As said by others before, a visual indicator for the throwing would have improved it a lot!
AinoraZ
22. Apr 2015 · 15:46 UTC
I like the game itself a lot, and the music and art style is pretty damn good as well. The only thing that seemed to bug me is the hardness on throwing the seeds at the right places > . <! Otherwise, great game!
Tselmek
22. Apr 2015 · 15:55 UTC
Fun and challenging gameplay, the puzzles with the seeds were pretty fun. Also I'd suggest a power bar or an indicator on where the seed will land. The art is cute and I wonder how the backgrounds would turn out in parallax. Good job!
BeardoGames
22. Apr 2015 · 16:23 UTC
VERY nice use of a varied set of seed tools. Gets surprisingly tough early on, but there's some rock solid work here that makes sure even if it's hard it's always fair. Really nicely done!
peterfsat
22. Apr 2015 · 22:09 UTC
Loved the art! Definitely needs a charge bar though, you can't tell where the seed is going to land. It took me some time to understand that there are specific seeds for each level, but other than that it was a nice puzzle game.
ChronusZ
22. Apr 2015 · 22:52 UTC
Very well polished, great mechanics, well-designed puzzles! Good job!
2Bit
23. Apr 2015 · 00:38 UTC
Cool mechanics, good art, I liked it.
dallonf
23. Apr 2015 · 00:44 UTC
Gameplay was a little bit tedious and trial-and-error for my taste. I love the seeds as weapons, though, very unique! Amazing art style... although I must confess, I usually prefer a bit more than a leaf between me and a character's privates XD
🎤 Jellyhard
23. Apr 2015 · 04:13 UTC
@Everyone: Thanks for playing our game and thanks for the feedback. We hear you and we're implementing a dotted aim to help you predict where your seed will land on the post jam version.

@dallonf: We feel you. After the game was done we realized that we ended up creating a very trial-and-error sorta game, that could get somewhat frustrating. We're aiming to adress that too in our next version.

Thank's again and we're looking forward to play your games too.
dydx
23. Apr 2015 · 16:43 UTC
Cool puzzles, great art. Like others, I got a little frustrated with the aiming, but I beat the game anyway. The blue slug thing was my favorite, I wish we could have seen more of it. Nice job!
Octopus Melange
23. Apr 2015 · 22:36 UTC
Great Job! I have comments but only constructive...mostly things youve already thought anyway. I really enjoyed this
Big Cow
23. Apr 2015 · 22:46 UTC
One of the most innovative entries I've seen so far, also a really unique interpretation of the theme. It could be improved by making it more intuitive to aim the projectiles, also would be good to have visual indication of charging.
HapaxStudios
23. Apr 2015 · 23:53 UTC
Dagobert was... interesting. The controls I just couldn't get used to. I kept wanting to hit Space to jump causing me to waste a seed. That's entirely user problem though, I just need to get good. It could have been the muscle memory of using WASD to move then Space to jump from playing too many FPS? Arrow keys plus Space maybe would have worked better. The visual were great! Pixel are is so charming. Character design was funny. Love the leaf loincloth. Character movement was maybe a bit too jarring? Some minor acceleration time could have been really nice. Music was fitting. What this game really needed to compliment the "Hold to Shoot Farther" main mechanic was an indicator as to how long you've held vs. max hold time. Otherwise well done.
Ryusui
25. Apr 2015 · 05:47 UTC
Clever concept, frustrating mechanics. I like the idea of planting bombs and keys to use but I hate how I have to position them JUUUUUUUUST right in order to make use of them. I kept having to restart the first "bomb fruit" level because the fruit kept sailing over the mook's head instead of hitting him!
goblin
26. Apr 2015 · 14:21 UTC
Loved the art and music, something that help with the aiming would be great.
Ckeck ours too http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44367
Dining Philosopher
26. Apr 2015 · 22:58 UTC
Very nice game, mechanic and concept. Like others said, the throwing of the seeds can be quite frustrating; I see what I have to do, but I have to try so many times because I just miss by very little. Other than that, I like the art and that you created several different seeds to throw with. Great entry!
phi6
27. Apr 2015 · 10:33 UTC
Really love the graphics on this! Agree with first poster, charge bar would be a nice addition. Good job!
renatopp
27. Apr 2015 · 13:41 UTC
Good game, congratulation. My only critic to it is the collisions, I really think you should work more on that. The art is great, so it is the humor. It is a great entry.
Mossy Frog
12. May 2015 · 00:45 UTC
brilliant little platformer. Love the leaf cencoring haha. The art looks fantastic too. Well done :)