And No, I Won't Tell You What It Is Yet by wademcgillis

[raw]
made by wademcgillis for LD25 (COMPO)
You are a goat. Eat clothes.

... uh. Escape actually DOESN'T toggle sound. OOPS! Enjoy the melodious tunes in the game!

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

Feedback

matthias_zarzecki
17. Dec 2012 · 03:11 UTC
Well, that was... awesome!

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!
KhaoTom
17. Dec 2012 · 03:17 UTC
Weird. So weird. A little bit wonderful too.
peggiosoft
17. Dec 2012 · 10:07 UTC
seems legit
Joncom
18. Dec 2012 · 07:58 UTC
This game has it all! :)
Blodyavenger
20. Dec 2012 · 00:19 UTC
At first I thought this goat is crazy and after some time I didn't know what to think. It got creepy once the key was mine. Didn't finish it though. I liked it since it was creative in some way :)
mcc
20. Dec 2012 · 01:39 UTC
very cute =D. i noticed the generated path seemed to get longer each time i failed, which was a cool touch.
Dark Acre Jack
23. Dec 2012 · 02:44 UTC
I would have put a mute button in.
mikemacdee
24. Dec 2012 · 08:58 UTC
would be cute and fun if the music wasn't so LOUD AND ANNOYING.
MrEvilGuy
24. Dec 2012 · 10:09 UTC
AAAAAAAAH This is sooo awesome!!!!!!!!! Why didn't I think of ripping people's clothes off?!?!?! Such an amazing idea!!! Love this entry. :D
mcc
24. Dec 2012 · 18:30 UTC
Hah, this was silly, but quite satisfying! I liked that you bothered to tell us what the controls were and that it was done in a friendly way, the intro and outro screens felt rewarding. The music made me actually laugh. I really liked the dinky Metroid and Zelda sound cues. The in-game music unfortunately got very repetitive, it would have been... potentially enjoyable with a longer loop.

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
dragonfi
28. Dec 2012 · 13:52 UTC
I got to the end of the first part, but the game started tearing in the second part, making it basically unplayable. In addition I got a bit nauseaous from the flashing lights, so I didn't took another try.

Apart from all theese, the game do have a certain trippy quality, but I think mmc expanded enough on that.
Puzzlem00n
29. Dec 2012 · 04:26 UTC
Agh, I wish I could beat it before rating, but it doesn't look like I will! Ah, well.

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.
Zed
03. Jan 2013 · 12:28 UTC
There's something gloriously fantastic about everything you do, really, isn't there?
fishbrain
03. Jan 2013 · 13:29 UTC
lol... that was cool! great job!
justin c. rounds
05. Jan 2013 · 15:11 UTC
Not bad. Doesn't seem like there is any reason to eat clothes/plants, though. Game became almost unplayable after the key was collected (framerate tanked when the flashing started up and the ghosts came). At first it's hard to tell that the ghosts are causing damage; the damage indicator reads like hearts are being added instead of removed.