Arry World by willowblade
You are stuck on a small planet and have no choice but to intermingle with the local brothers. Will you appease all of the Arries in their illogical madness? Will you escape your ordeal?
Find out in this wonky puzzle game!
Screenshots



Controls
- UP - interact with NPC
- DOWN - pick up/drop item
- LEFT and RIGHT - move around on the planet
Credits
Miko Bielat - Music & Sounds
Stan Loiseaux (Pajama Llama Games) - Environment art
Vic Loccufier - Character art & Story
Piet Bronders (All-in Development Studios) - Art for interactables & programming
Alexander De Cock - Programming
Laurent Van Acker (All-in Development Studios) - Programming
Made with Godot Engine v2.1.3, Krita & Photoshop
Additional credits go to Henrique Alves's Godot Text Interace Expander, a plug-in that we used for the scrolling dialogues.
Changelog
- Fixed broken pieces of quest flow and did better asset aligning/placement on the world
| Windows | https://all-in-development.itch.io/arry-world |
| Linux | https://all-in-development.itch.io/arry-world |
| Original URL | https://ldjam.com/events/ludum-dare/38/arry-world |
Ratings
| Given | 8🗳️ | 7🗨️ |
Not sure if it was me being tired or the puzzles being hard but it feels like they took me way longer to figure out than they should have ...
Edit:
I think now I know what made them so difficult for me, I haven't encountered many games where characters turn into items without some kind of hint that this is a thing ... so I just wondered why I could no longer talk to them until I accidentally used the item button close to them.
The only problem was in the gameplay itself, I moved around the planet, carrying things and trying them on every character a bit randomly because it was not always very clear what to do. Also there should be an ending.
But overall one of the best games I have played so far !
The text scrolling thing you guys used is not very good, though. It was hard to keep up with the text, and it broke words in half sometimes. The text was also missing some punctuation characteres, and the amount of text showed at once was too small. Those were the main problems I had with the game.
The humor was spot on, especially the talking chicken. :D
I don't think the "ending" was a good call, though (if it was intended). There were still some characters and items around, and there was no indication that the game would end, so it kind of forces us to try every item with every character before coming here and seeing your comment.
Speaking of the items, why are there some items that are never used? Was it to "mask" the good items among them, or maybe you didn't have time to complete your original concept?
And what is the deal with the "eclipses"? When they happen, the text boxes are covered in shadow, and if you're in the middle of a dialog you risk missing a part of it.
Overall it was a funny experience! Good job, and thank you @willowblade for rating my Little Scout! :)
We are aware that the text interface plugin we used was not the best choice. Initially we thought that it would be easier to make the plugin do what we actually wanted... but unfortunately this was not the case and we were already too deep in development to make any changes to that aspect of the game.
The current "ending" was initially not intended and an actual ending was supposed to be implemented. After obtaining the treasure there would be a puzzle involving the shovel and you would be able to dig up a scroll containing some kind of life lesson. Again due to time-constraints this was scrapped.
Some items weren't ever supposed to be used, indeed to "mask" the good items.
The inclusion of the eclipses was a pleasantry of our main programmer (@willowblade).
Thanks for voting and commenting! One of things I did was draw and implement the talking chicken (aptly named chickenflex), but I honestly didn't expect him to be this universally beloved.
Anyway, good job!