Someone To Love by marudziik
You're a small, lonely kitten, looking for someone to love. It's a short game with FIVE different endings, depending on your actions (not very complicated though). One full playthrough should take no more than 10-12 minutes (note that finishing the game depends on events done, rather than amount of fish). One of the endings is an easter egg. :)
It's my second entry in LD48 and first game using Flixel. See my journal (http://www.ludumdare.com/compo/author/marudziik/) for more info.
BTW. See that progress bar on the top? When it's full, next event will occur, providing you're in the right place (usually near/far from the human). After a few (12 or so) such events, the game will end.
It's my second entry in LD48 and first game using Flixel. See my journal (http://www.ludumdare.com/compo/author/marudziik/) for more info.
BTW. See that progress bar on the top? When it's full, next event will occur, providing you're in the right place (usually near/far from the human). After a few (12 or so) such events, the game will end.
Ratings
| Coolness | 100% | 1 |
| Overall | 2.95 | 219 |
| Audio | 3.25 | 70 |
| Community | 3.52 | 43 |
| Fun | 2.34 | 351 |
| Graphics | 3.02 | 210 |
| Humor | 2.42 | 167 |
| Innovation | 2.61 | 285 |
| Mood | 3.55 | 46 |
| Theme | 3.76 | 37 |
The ending depends on the quantity of fish given?
Yes and no. 3 endings depend on the quantity of fish given to the human, and there are 2 special endings, for which you need to find a special item.
But the art style and the music combined were just cute beyond all reason. If you were to clean up the jumping a bit and rethink the level design it would be solid gold.
The music was simple, but really helped the mood. Tee simple art and use of colour was effective.
When you're at the edge of the screen some of the kittens thoughts are long enough to get cut off.
Regarding controls - it would seem that I tend to increase the difficulty of my games in terms of unfair controls. I guess testing the game myself, it's usually hard to figure the right amount of 'hard' - and with this game this wasn't necessary at all, as it was story-based and I didn't aim for difficult gameplay.
Since this was also the problem with my last entry, I promise I'm going to change stuff next time.
Boring level design was the effect of me not being able to learn DAME during the compo. There's only one route to where fishes are and it's mostly too hard to get there. Noted. I must think about preparing some tilemap loading API next time or perhaps learn some kind of level editor beforehand.
Again, thanks for playing and for the feedback, it's most valuable!