Dwelling by aeveis

Links
- WEB: https://aeveis.itch.io/dwelling
- WINDOWS: https://dl.dropboxusercontent.com/u/16325832/ludumdare38/DwellingLD38aeveiswin.zip
SOURCE: https://dl.dropboxusercontent.com/u/16325832/ludumdare38/DwellingLD38aeveissource.zip
POST JAM: (I will replace game with post-jam version after judging) https://dl.dropboxusercontent.com/u/16325832/ludum_dare38/Dwelling.swf
- 4/26: Clean up some story moments and minor bugs
- 4/28: more bug fixes, some better text, and slightly smoother animations (with crouching!)
Description
You are some cloud doggo(s) and you see this fruit. After falling, you need to figure a way back up to the clouds. You can either give or take to do so.
Hint: This game plays with player expectations.
Controls
- [Arrow Keys and Space] to Move and Jump
- [X] to Take (eat the plants)
- [C] to Give (cry to grow the plants)
Tools
- Art: Gimp
- Library: HaxeFlixel
- IDE: Flash Develop
- Music/Sound: OpenMPT
- Level Editor: Tiled
Screenshots

Note: There may be spoiler-ish things in the comments if you care
| Flash (web) | https://aeveis.itch.io/dwelling |
| Windows | https://dl.dropboxusercontent.com/u/16325832/ludum_dare38/Dwelling_LD38_aeveis_win.zip |
| Original URL | https://ldjam.com/events/ludum-dare/38/dwelling |
Ratings
| Overall | 81th | 3.839⭐ | 33🧑⚖️ |
| Fun | 330th | 3.032⭐ | 33🧑⚖️ |
| Innovation | 87th | 3.71⭐ | 33🧑⚖️ |
| Theme | 349th | 3.194⭐ | 33🧑⚖️ |
| Graphics | 73th | 4.097⭐ | 33🧑⚖️ |
| Audio | 32th | 3.903⭐ | 33🧑⚖️ |
| Humor | 222th | 2.704⭐ | 29🧑⚖️ |
| Mood | 28th | 4.065⭐ | 33🧑⚖️ |
| Given | 36🗳️ | 46🗨️ |
At first I thought it was a puzzle game so I kept restarting. I didn't realize you make a new you when you run out of life.
Very fun and cute, good job!
I made it to the end in 6 lives the first time and the second time I did the "you are too heavy for the clouds" thing.
I noticed that the plants seemed a bit glitchy when I was eating them. I would see 2 sprouts, one in the ground, and one floating above the other one.
The thing where you get to continue after you've died was a bit confusing at first, you might want to mention that somewhere.
Anyway, this was a great entry! I had a lot of fun playing it. :smile:
At first, I was able to reach the clouds, but I didn't know how to stay there. It was only by reading the comments here that I discovered you could die and reborn. At last, the solution doesn't requires you to eat any plant at all. Maybe the first half of the game should demand you to eat to jump higher, so all the mechanics of the game would be used.
Unfortunately I didn't manage to finish the game. I reached the top after sacrificing two lives to get the maximum jump height, but then it told me I was too heavy to stay in heaven. Not sure what to do. I tried shedding more tears in order to maybe get lighter, but since I also lose jump height that way, I don't seem to be able to reach the sky like that. Also the plants on top die off faster than I can regrow them, which made me give up feeling frustrated a bit.
When it comes to room for improvement, I would say the watering, eating and withering mechanics could use some tweaking. Maybe I was just not good enough, but I felt that part was a bit unbalanced. Giving better visual indicators that help guide the player while at the same time integrating well with the aesthetics as not to break them is probably a tough nut to crack but I feel the game would benefit from a little more work in that direction.
All in all a very charming entry with some unique mechanics. Great job!
@CMLSC most plant growing bugs have been fixed in the post-compo version. Thanks for taking note!
@eric-florio that solution is something I'd like the player to figure out, this is intended. Though I did try clarifying the message of restarting as another doggo in the post-compo. Thanks!
@cerno-b Part of the point is not being good enough, but the solution there I agree can be frustrating. Having better visual indicators would probably help though! I did add some minor audio and visual tweaks in the post-compo version, but this is something I'll probably keep thinking about. Thanks!
The twist in how to achieve the game goal was great :)
One issue I noticed (which may have already been fixed in the post-compo version) was that holding down the crying button appears to be more "life efficient" than tapping the crying button repeatedly. Not sure if this behavior is intentional or not.
The background music and the pixel art are great and give a good mood.
Great job! :)
Really cute and funny game.
Afterwards i realized i have to loose "life" to jump higher. My second thought was "Why should i even 'cry'?"
And the last jump. Right in front of Heaven. Told me a lesson. If you are too fat, or you cried too less on earth. You won't make it.
Short but cute little platformer (:
@lot9s That behavior is intentional, as the plants can shrink back down if you don't water them. As to if the plants have to shrink... I'll think about that.
@mitus Thanks! That would change the mood of the game for me, but thanks for the suggestion.
@lipsch Thanks! I would generalize it to be more about selfishness vs self-sacrifice, if you were leaning in that direction.
Sadly, the give/take mechanic just didn't click with me. I always felt that the best (frequently, only) way forward was to cry myself to death and respawn.
I love the little details like how the leaves rustle when interacted, or the white smoke emitting from the doggo.
I didn't have much to add from above commenters, backing the idea that reincarnation should be somehow explained to be acceptable to the player. Although it is fine as it is now too, I did figure it out after all.
Overall a wonderful game. I love it.
Not all that fun, but everything was executed well. The music was the main selling point for me. I don't know why but it reminded me of the Companions of Xanth game.
What I get is: if you can't by yourself then sacrifice for the others, if you succeed is just because other sacrificed themselves for your sake.
Greatly polished, simple to control but a bit tricky to understand how to get to the top, and with a deep moral lesson too!
I didn't expect that much from a Ludum Dare submission.
Amazing job!
I really liked the idea, of the game of either trying to succeed alone or having to sacrifice yourself for others.
After way too many tries, I succeeded at being a really selfish doggo:

Don't know if intended, but that can be done by exploiting jump off the plant on the frame (or almost) it withers.
On my first playthrough, I finished with the help of 6 other selves. :)
@ryte2byte That's the intention! I'm willing to sort of take the hit for that since it relies on the assumption that people will try to do both or to first take because it's easier. I wanted to make the initial choices seem pretty arbitrary until the player starts thinking about the consequences about them.
@clegamecoop Thanks for trying! That's also part of the game...!
@jejoll yep. I tend to focus more on engagement vs fun, at least for this game.
@matita That's certainly a takeaway I was thinking about, thanks!
@gfm Oo, nice. I'll have to look into that haha. Thanks for taking the time!
I think compared to the "You are the monster" game, this stood out more visually and the decision making was more clear. That said, the added simplicity also makes it easy to make lazy decisions like I did. In that sense, I question whether that diminishes the impact of the game. I just felt like lives were so cheap in this game to not have the sense of sacrifice.
Totally adorable graphics and rock solid audio as well. Controls felt perfect. PS4 controller on OSX had the same button mappings as you described for the 360 controller.
So all in all, nothing to bark at.
https://www.youtube.com/watch?v=tLywFLMDPJc