Rabbit/Wolf by Shweep
A horde of monsters have invaded a small town, the remaining citizens decided to hide in a cave. At some point the sun stops rising, and the towns people spend what might be their last days. However, they are not alone.
This is a game where you talk to NPCs and sacrifice them for power ups which you can use in action set-pieces. You protect yourself or the towns people for 5 days until the monster swarm is over.

Non-Jam version here: https://shweep.itch.io/rabbitslashwolf (Don't play the non-jam version if you plan on rating/reviewing)
| Windows | https://drive.google.com/open?id=1hiF0S8BRBf-OcnlaTnsdmJPUF_kWr4ui |
| Original URL | https://ldjam.com/events/ludum-dare/43/rabbitwolf |
Ratings
| Overall | 75th | 4.029⭐ | 37🧑⚖️ |
| Fun | 118th | 3.829⭐ | 37🧑⚖️ |
| Innovation | 225th | 3.571⭐ | 37🧑⚖️ |
| Theme | 148th | 4.045⭐ | 35🧑⚖️ |
| Graphics | 136th | 4.243⭐ | 37🧑⚖️ |
| Audio | 51th | 4.045⭐ | 35🧑⚖️ |
| Humor | 526th | 2.815⭐ | 29🧑⚖️ |
| Mood | 28th | 4.273⭐ | 35🧑⚖️ |
| Given | 31🗳️ | 29🗨️ |
the animations were amazingly disturbing and reminded me of the game OFF.
i loved how the gameplay contained a fair amount of both combat and story and it shows the graphics had effort put into them, even though they were simplistic.
amazing work!!
`Variable oEnemyChaserFast.hit(100274, -2147483648) not set before reading it.`
`at gml_Object_oEnemyChaser_Step_0`
I reached the third day after many attempts. Then I would die in a loop until a bug released me from this difficulty:
FATAL ERROR in
action number 1
of Step Event0
for object oEnemyChaser:
Variable oEnemyChaserB.hit(100274, -2147483648) not set before reading it.
at gml_Object_oEnemyChaser_Step_0
stack frame is
gml_Object_oEnemyChaser_Step_0 (line -1)
(But great game, that's just not a game for me...)
I loved the mix of RPG style elements with a short combat segment between each day. Having to choose between gaining a new ability or restoring health was a fun gamble (sometimes you have to spare the right people), and reading the unique dialogue between characters really managed to build a believable and unsettling world. I would definitely want to see a full game in this setting.
Difficulty ramped up towards the last day and became incredibly challenging (in an excellent way), although during the 4th day combat segment, I sat through on an empty screen for 20 seconds, thought maybe that was a bug?
Overall, FANTASTIC entry. Five stars from me.
Awesome graphics !
Great Idea !
And that polish !!
Awesome ! Well done !
Actually it's supposed to happen, there's an event that triggers if you leave an NPC alive for long enough. But it was mainly a way for me to not have to design another wave and have something mysterious happen.
Thanks for all the feedback so far everyone!
The battles were as I said pretty challenging and mistakes were punishing, but the enemy varieties were good and I liked how different upgrades helped you in different ways against the different enemy types. I wish that combat was slightly slower paced, especially enemy movement, so that a single quick mistake was not as punishing, but I can enjoy difficulty too! The orange enemies can often get stuck off-screen if you happen to be near that edge of the screen, which makes their bullets not fire -- I needed to abuse this to great effect to easily clear some of the waves.
A lot of the difficulty in the design was a bit lazy (aka rushed) I'll admit, but I suppose the "sweet spot" was having to sacrifice about 3 people and having okayish odds against the last day. Then replaying the game and sacrificing different people that way. Though replay-ability probably isn't on the mind of most people when they're hurriedly playing through a bunch of jam entries. I also kind of went with a shmupy style since I'm used to developing that gameplay even though the tone in the game is a lot more slower or creepier. But hey, lots to think about and I'm glad you engaged with a lot of the ideas that went into this!
I love the concept, but I think it would be better to introduce npcs and eat/absorb mechanics more slowly. I could absorb everyone before knowing what I would need to do, or how to fight, and was a bit lost until I ran outside the survivors room.
Maybe having only one or two tutorial npcs, then introduce more of them as days go by ? (I died on second day).
Excellent work anyway, congrats.