And No, I Won't Tell You What It Is Yet by wademcgillis
You are a goat. Eat clothes.
... uh. Escape actually DOESN'T toggle sound. OOPS! Enjoy the melodious tunes in the game!
... uh. Escape actually DOESN'T toggle sound. OOPS! Enjoy the melodious tunes in the game!
| Web (flash) | http://www.wademcgillis.com/ludumdare/25/ |
| Source | http://www.wademcgillis.com/ludumdare/25/source.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-25/?action=preview&uid=3444 |
Ratings
| Coolness | 47% | 711 |
| Overall | 2.79 | 474 |
| Audio | 2.69 | 273 |
| Fun | 2.89 | 335 |
| Graphics | 2.70 | 470 |
| Humor | 3.68 | 47 |
| Innovation | 2.70 | 430 |
| Mood | 3.00 | 245 |
| Theme | 2.67 | 579 |
Love the minimalistic graphics, and it oozes charm. What gameplay there is works also quite well. (although it probably could've done without the flashing)
Nice work!
This game just felt good to play, the graphics were fun, the mechanics of running around and eating stuff felt fun, I liked the "twist" that your purpose in the game wasn't what it appeared to be at first. It felt too bad to eventually realize there was not really any strategy or reason to what you were doing. Pre-twist, there is no benefit to doing anything you do. Post-twist, you really can't control whether you get hurt or not-- I tried like stealth, peeking in a door, checking if there's an enemy in the room, popping back out again if so, moving on if not, but often I'd get hurt *while* the room-transition animation was going on. There's of course nothing I can do to prevent that from happening, which meant whether I made it through the post-twist game was essentially random, which meant in the pre-twist game I was just ignoring everything (since there was no benefit to eating) and. It felt too bad cuz you had good basic mechanics so this could have been one of those rare legitimately fun "oh wow, this is actually a game" LDs, if we were given more to do instead of stuff like grazing just being window dressing. What if eating plants regained health, so that pretwist is about identifying plants to eat along your route and posttwist is about collecting them before you run out of HP?
In the absence of this, the game started to take on absurdist, existential dimensions. Why is the goat doing this with no mechanical reward? Why does anyone do anything? Is this not what life is? At first I thought that the idea was in the back half you were facing the ghosts of your victims, MGS3 style-- i.e. if you ate no one's clothes along the route you would see no opposition on the way back. But no, it seemed to make no difference either way. I began to see the game world as fundamentally nihilistic— no penalty for your villainy, but no rewards, either, the PC blindly, joylessly consuming for consumption's sake. At this point it occurred to me that despite the theme of VILLAINY, this is the first game I have seen this LD to raise moral issues as part of its narrative
One more thing, on my machine at least at the point of the "twist" the game would slow down for like five seconds, which was kinda annoying?
-- other mcc
Apart from all theese, the game do have a certain trippy quality, but I think mmc expanded enough on that.
Bad:
-The whole eating thing seems completely pointless.
-From the graphics, I couldn't tell at first whether hitting the ghosts got me health or took it away.
-It's a little... weird.
Good:
+It's a little... weird!
+The gameplay works well. I think.