Running Wild by Jannick Larsen
You play as an inmate and it is time to tase some freedom!
use your inmate followers to activate traps, open doors and as meat shields!
W,A,S,D to move
Space to kill a random follower (Why? just because)

Ratings
| Overall | 53th | 3.917⭐ | 50🧑⚖️ |
| Fun | 60th | 3.792⭐ | 50🧑⚖️ |
| Innovation | 70th | 3.713⭐ | 49🧑⚖️ |
| Theme | 52th | 4.125⭐ | 50🧑⚖️ |
| Graphics | 100th | 3.827⭐ | 51🧑⚖️ |
| Audio | 48th | 3.793⭐ | 48🧑⚖️ |
| Humor | 58th | 3.587⭐ | 48🧑⚖️ |
| Mood | 118th | 3.543⭐ | 49🧑⚖️ |
| Given | 66🗳️ | 41🗨️ |
I was intrigued by your description because it reminded me of a game we made in an earlier LD.
Also, good tutorial and buildup of difficulty.
I laughed out loud when I stupidly walked into a trap.
Yes, next functionality would definitely be a save feature or checkpoints, but I understands that's difficult to implement, especially in a 48 hour compo
The art was great. Very gritty and industrial feel. Lots of parts of the level had a weird scale compared to the main character that made me feel like I was controlling tiny robots in a much larger area.
The music was exciting and catchy.
I found that I was repeatedly forgetting that the sound effects were done with a person's mouth. I'm not sure if that's because the sounds were so good, or if it was because the gameplay was engrossing.
The character model and animations were good. The blood effects got the job done.
To find things to criticize, I'll have to get really nit-picky about it.
In some areas, the walls were big empty planes, combined with some relatively long hallways, it creates some deadtime that could probably be more interesting.
The electric spark effect could have been a lot sharper with very little effort. The blurry ball particles caught my eye and stood out.
When I bumped into a wall to flatten out my minions, it was often difficult to try and get them to go back out in a direction, so I tended to travel in a tight ball of dudes. This lead to me struggling to figure out how to set off the squish traps without getting killed myself. Though maybe that was just me doing something wrong.
Great entry though. I really liked it.
yeah i couldn't think of a way to make checkpoints before the combo was over...
i might contenu on the game later though and i will definitely add it!
Here's a picture of my crew:

Men overordnet er det her bare et rigtigt godt spil.
the main character got a blue shirt and yellow hair, but yes he does blend in.
Super fun, the tune is goofy! I agree with the comment above, I feel like it would have been better with cuter/goofier graphics. Overall I really enjoyed it!
The gameplay is just simple and fast to learn ! The sacrifice theme is also well included, plus with an humoristic way , what is pretty good with a theme like that haha !
I however noticed that sometimes, if blocked in a wall, your followers can't follow you, and I don't know if this is intentionally left (Sometimes, it give great moments dodging traps). Maybe with a Unity Navmesh, the following would have been more accurate, but its pretty good like that !
You've got a good mark by me now, great job ! :D
The only feedback I would give is that a run button would be nice because of some of the more empty spaces.
yeah sprinting would be a cool thing to have :)
I too would like a little more control over the camera I think, but I think that's just because there are some walls that go up so high they cut off my line of sight, which I'm not really sure why they have to do that.
the high walls show how small and helpless the players are, but i could try to make some kind of mash so the player can see the characters through the walls. or just be able to rotate the camera a little higher :i
Also, big plus for the tight controls :thumbsup:
Good game, hope you can get a good rating.