Misadventures of Crowley Flatcheeks by detectiveLosos
Just imagine, you wake up one day and realize that the planet you are currently living on is crumbling apart and floating into space. And you dont even have a house to go in and wait out all this nonsense! And so your quest begins. A quest to find a nice and cozy place for yourself in this crumbling world.

Meet some weird, but lovely people that always want something from you. Give them what they need and in return they might help you in your own endeavor. But you should hurry before the planet crumbles away and you are left with no place to stay!
Team: - Leonid Dudakov (https://twitter.com/DetectiveLosos) - programming, art, 3d models, vfx, music - Annie Owl (https://twitter.com/owl_annie) - programming, 3d models, writing and story structure, sound design
Tools: - Unity 2018 - Blender - MagicaVoxel - Aseprite - Substance Painter - LMMS - Audacity
Ratings
| Overall | 204th | 3.77⭐ | 104🧑⚖️ |
| Fun | 520th | 3.301⭐ | 105🧑⚖️ |
| Innovation | 190th | 3.647⭐ | 104🧑⚖️ |
| Theme | 319th | 3.809⭐ | 104🧑⚖️ |
| Graphics | 236th | 3.995⭐ | 105🧑⚖️ |
| Audio | 283th | 3.426⭐ | 104🧑⚖️ |
| Humor | 151th | 3.546⭐ | 100🧑⚖️ |
| Mood | 158th | 3.716⭐ | 99🧑⚖️ |
| Given | 68🗳️ | 101🗨️ |
sounds are so peace full really great work .
The only improvement I would add is a better ending animation or image, because after all the game and the sense of almost not being able to made it, the final picture is not that good as the rest of the game. But overall one of the best games I played so far, if not the best.
@deathray It is actually timed. It's just a very long timer and it is also structured that all the key islands and paths between them wont float away until the very last moment. So you can actually loose if you are not fast enough. Camera issues appear to happen on a framerate dips. Normally it's all smooth and lets you precisely rotate it around. As for the sliding issue it appeared right away on the first day. We considered it to be not so urgent of a problem to solve in all scheme of things and in the end (as always on these jams) had no time to get back to it. Thank you very much for playing and also for your feedback.
@smiley Thank you for playing and glad you enjoyed your time spent with our game. The sensitivity issue seems to happen when your framerate is not quite stable. It is likely caused by the camera using deltaTime between frames and position of the objects that are in turn rotating to face the camera in its position calculation. So under normal circumstances it would behave differently. Thank you for reporting this. I'll try to fix it if we decide to make a postjam version with all the things we had in mind for this game but had no time to develop.
@mobiusdisco Thank you very much for such a high rating in regards to our game, but there surely are better and far more polished ones out there. But still it really gives us this warming and pleasant feeling that people enjoyed our creation and that all the love and hard work we put in was totally worth it.
@adrianfl Thank you for the feedback. Yes, I agree that the ending is somewhat underwhelming. But during the last hours we decided that it's better to put at least some trees, plants and rocks on the planet surface so it wont look as empty and barebones than doing proper ending cutscene. Maybe it was not the right call, but I still think that it's far better to have a nicer looking major part of the experience than some element that the players will watch only once for a brief period of time. But again thank you very much for your feedback. Glad you liked our little creation.
Mouselook sensitivity felt really high, though this can be hard to get right.
Possible spoilers ahead for anyone who haven't played it yet (stop reading this comment and go download!)
I went the wrong way immediately, off to explore with my fancy fishing rod! Sadly, I did not find the lake until after planet pieces started flying into space. After that I kind of knew what to do and where to go but I was unable to make up for the time I lost in the beginning. My final moments were spent together with my first and best friend Pit on his porch, overlooking the apocalypse from front row.
I would have liked to be able to run around in birds eye view but maybe that would have made it too easy? During my play I did not have any of the problems with the controls that some people have reported. I used the windows executable with no apparent issues.
Great job team! :owl: :spy: What a gem of a game (and that title... :D).
Stay awesome @detectivelosos :medal:
@dark-prince-zen Thank you!
@superqgs Actually, that's a nice suggestion, thank you. If we will be able to overcome our laziness we will definitely add main character back sprite.
@krystekku Thank you. We were trying to do something new with the sounds every LD, but I don't know if we would be able to come up with something new on the next one.
@pixelshorts Yeah, we wanted to add some more buildings and even some easter eggs on empty parts of the planet, but we ran out of time. Maybe we will add some sprite birds and squirrels in the future. Thank you for your feedback.
@mashas We decided to disable movement in birdview because most people would have just used it throughout the entire game experience and missed on all the wacky characters and models. We were going to add light markers, to highlight all of the points of interest and the main character, but ran out of time and haven't implemented it. Thanks alot for your feedback.
Great job.
But, yeah the 3D/2D art mash up was pretty cool. And the dialog voices are funny.
My only dislike was that the dialogue presentation was a bit messy, I basically had to zoom in to even see what they where saying, at the same time the choice menu was still the same size, just did not look "right". One solution would have been to have the camera auto-zoom so that the dialogue-bubble become the same size as the button-text then zoom-back out, or just increase the size of the dialogue-bubble if zoomed-out. I like the first idea better, as then we also get a better LOOK at the characters themselves, I was always zoomed-out so could not really see there design that well.
Was very fun to play. Hope to see more :)
@alexrose That's some dope feedback, dude. Thank ya!
@randdir That's actually funny how the music for our previous entries was something like 3-4 minutes long tracks, while the games were 1-2 minutes long at best. And this time we were able to make 8-20 minutes long game, but the soundtrack is 1.3 minutes long loop. You can't have time for everything i guess. Thank you for your feedback.
@poffle Thank you! We are not sure if we are going to do something more with this game except some bug fixes, quality of life changes and other polishing stuff. But maybe one day we'll hear about great empire of Space-Duke Crowley Flatcheeks.
@vivek-sharma20 That's strange, we thought character speed was just perfect :thinking: Maybe we will add some options for that. Thank you for your feedback.
@cristihkj Thank you!
@cassio-eduardo If it was able to control the character in zoomed out mode everyone would have been using it through the entire game and missed out on character designs and buildings :wink:
@ratherjolly Yeah, there are some problems with camera sensitivity. We are planning to fix this. Thank you for your feedback.
@hauo Damn, that's meaty feedback message. I wish I could write those :smile: Yeah, I also didn't really like how our dialogues ended up looking, but haven't got any time to fix it. And we were actually planning to make zoom in and out mechanic while in dialogues and in buildings, but ran out of time. Thanks a lot for such informative feedback!
One of the best entry on this jam.
Minor niggles included the hypersensitivity of the camera panning, the dialogue boxes requiring the zoom and the fact that you slid around all the time which was a little jarring, but none of those were deal breakers at all.
I really like games were you're meeting a bunch of different characters, and it all came together really nicely, the mumbles adding that bit more life to it all. It would have been nice if we got a bit more decoration around the planet and perhaps some more landmarks, but the entry itself was very really nice and complete, very well done, and thanks for hanging out on stream!
@pickens-inc Thanks again for playing our game and leaving such wonderful feedback!
@paulie-b Yeah, we would try to find some time and work on those problems. Problem with camera sensitivity is addressed a lot in the comments and emptiness of the world caused by the lack of time. Thank you for your feedback!
@local-minimum Yeah, the dialogue system ended up looking messy. Mostly because of time constraints and our disability to scope the size of the project from the very beginning. We wanted to add some puzzles in dialogues, where you should choose the right answer, but ran out of time. We would work on it if we find some time to do the polishing of the project. Thanks a lot for checking out our game and leaving feedback.
@shadoninja Yes, planet breaking is timed. You have about 18 minutes before it's too late and it falls apart completely. We know about sliding bug and know how frustrating it is to talk to NPCs because of it. But it happens due to the radial gravity that we implemented, and we were not able to fix it during the jam time. And I don't even know if we would be working on it during project polishing. Maybe improving the dialogue system and increasing active area of the dialog would change the situation to better. Thank you for your feedback!
I have rated your game, but all of my feedback was captured in the stream. It was in the middle.
You can hear my comments in the archive at https://www.twitch.tv/videos/299357576?t=03h21m58s
Good job!
@rodrigo-denubila Thank you!
Truly amazing entry, well done!
It is why there will always be a need for playtesters.
Some ideas for future update:
-- Fill the empty green earth space with trees, flowers, NPC etc... - make it more populated.
-- introduce vehicles for whizzing across to the other side of earth.
I admire the coding done to create this. I wouldn't mind learning.
@mza Thank you for your feedback and for the ideas! :slight_smile: I hope we would find some time to write a post about technical stuff behind our game.
By the way please feel free to leave us some feedbacks on our game!