Peculiar Adventures of Dorothy Hops by detectiveLosos


We all had this moment while playing an rpg game. You are in the middle of a quest dialog, but the writing is so stale and boring that you just cant pay any attention to it. And so you stand there trying to entertain yourself somehow. But just imagine that you are running! And your questgiver is running! Finally you have something to do during that slow paced moments!
This game was made in 72 hours for the LD41 with the theme "Combine 2 Incompatible Genres". We mixed runner game with RPG and got this.
WARNING!!! Web based version is a POSTJAM version. We could not build it in time due to bug with tilemaps in Unity 2017.3.1f1. But it has the same functionality as a JAM version except we changed the controls from Z, C to A, D and very slightly modified the tutorial sequence. If you want to play JAM version, then download a standalone version.
Team: - Leonid Dudakov (https://twitter.com/DetectiveLosos) - art, vfx, programming - Annie Owl (https://twitter.com/owlannie) - programming, piano sounds - problemke (https://twitter.com/morel8ight) - music
Tools: - Unity 2017 - Blender - Aseprite - LMMS - Audacity
We made a tutorial (with ready-to-copy-and-paste code) on how to achieve such a reflection effect
https://ldjam.com/events/ludum-dare/41/peculiar-adventures-of-dorothy-hops/tutorial-on-how-we-made-this-really-simple-water-reflection-effect
Ratings
| Overall | 160th | 3.915⭐ | 73🧑⚖️ |
| Fun | 212th | 3.761⭐ | 73🧑⚖️ |
| Innovation | 170th | 3.845⭐ | 73🧑⚖️ |
| Theme | 169th | 4.125⭐ | 74🧑⚖️ |
| Graphics | 76th | 4.425⭐ | 75🧑⚖️ |
| Audio | 151th | 3.803⭐ | 73🧑⚖️ |
| Humor | 249th | 3.522⭐ | 70🧑⚖️ |
| Mood | 160th | 3.841⭐ | 71🧑⚖️ |
| Given | 78🗳️ | 81🗨️ |
A "distance traveled" and "furthest distance traveled" would have been a nice edition to the end screen.
Oh, and I never thought I'd actually run to catch up to a robber to get mugged, usually is the other way around :D
As I see it the game is actually lacking in terms of gameplay. There is very little variety and you can pretty much see all the content in couple of runs.
@svdvorak Thank you for playing, glad you liked our game. Surprisingly nobody on our team even thought of that you are actually catching up with a robber to get robbed. We are sitting and laughing about it right now :D
Please, take a look at my game too: https://ldjam.com/events/ludum-dare/41/confessional
@CalebLewis Thats a really good idea to make the jump at least certain height. We will surely test it and see how it feels.
@randomhuman Yeah, I'm really proud of that tutorial. I think without it the game would appear a lot more confusing than it already is.
@Reizo Yes, there are just three ways of getting through an encounter with a Rogue: not having a sweet roll, giving it to him and eating it right in front of him. And he very often stabs you unless you give him that roll. And yes, we are actually planning on developing it at least a little further during the jam. Marking it of course as a postjam version. We are planning on fixing some minor UX stuff, making a web build and then PROBABLY adding a somewhat real story and progression to the quests.
Great game overall though, amazing graphics, interesting gameplay and it also feels very polished!
The water reflection looks astounding!
Everything else is crips and sharp. :thumbsup:
@auxc Glad you liked it, i was trying my best with those texts (to the extent of a person not knowing English very well can do that).
@drzanuff We were actually trying to make stats and stuff, that would affect the results of some encounters, but we ran out of time.
@weekend-panda Thanks. We are thinking about adding slow motion when you encounter NPC's.
@advd We are actually going to make small tutorial about reflections (i don't know anything about shaders and postprocessign, but my colleague @detectiveLosos says it's an easy trick), so stay tuned if you want to know the trick 😉
@mza Nice suggestion, thanks for the feedback.
@shockeye Yeah, we were actually thinking about moving the text prompts somewhere else, but it was too late already to do that kind of stuff.
Thanks everyone for the feedback. We would gladly check out your projects, when we get back from work 😩
### https://ldjam.com/events/ludum-dare/41/peculiar-adventures-of-dorothy-hops/tutorial-on-how-we-made-this-really-simple-water-reflection-effect
@Sempiternal It really is for beginners and I think you can make one on your own for sure, but you asked, so here it is.
I found it really difficult and really incompatible with these genres.
I think that in order to make this game marketable, I would have to find a way to read the dialogues more easily, but not taking all the difilculdade.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
@johnnysix Yeah, it's pretty hard right now because you have to pay attention to the entirely different parts of the screen. We are trying to find a better placing for the dialog boxes right now. Maybe even in the worldspace above characters heads.
@mintarcade Thanks for your kind words, but there are surely things to criticize about our game. Guess you are looking at it from the jam point of view keeping in mind all those restrictions. But when you are trying to see it as a fully developed project, there happen to be a ton of things to fix, rework and rebalance.
@jonathan-lorenz Thanks for your feedback. We are very glad you liked our approach to the theme. Right now we are cooking an update and it's so hard not to make an ordinary runner out of it. Action aspects are surely easier on the implementation and further development sides than dialogs and other rpg things.
@automatonvx Yeah, I agree that the foreground is kinda empty at the moment. But adding small obstacles like stones and bushes would make it an absolute impossible task to run, jump and read at the same time. So I guess we should add those as just the visual components without any gameplay value and look into bigger and more noticable obstacles for variety. Thank you very much for your feedback.
@honey Someone actually mentioned Kingdom, but they did it on their game page as an answer to our comment. Surprisingly neither of us played Kingdom and I didn't have it in mind while developing the artstyle. Speaking of that water reflection effect the real purpose why I added it was that those barebones silhouetted foreground platforms had too much of a space on the screen and it was the opposite of pretty. So I just put a reflection of a lot more detailed background to create an illusion of complexity and to keep players attention off those platforms. I guess that Kingdom water effect was at first added following the same logic. Thank you for the feedback.
@cristiano-m-garcia Thanks for your feedback. We see the problem of not appealing to a lot of people with that strict requirement for multitsking. So we are cooking an update for the game right now regarding the readability of the dialogues and reworking the quest system a bit. We are trying to make it more convinient to read while keeping part of your attention on the action. And in the future (if there will be one for this project) some learning curve starting from simple and short sentences and ramping up to a more complex ones is surely needed.
@paul-avallone Glad you liked the visuals and the feel of the game. I really tried my best to make it look as good as I can under those time restrictions. You are right that the quest system right now holds no rewards for the player. We are trying to rework it a little right now and publish an update.
@Darkphnx Thank you for the feedback. Reflections were a relly simple trick and took about five to ten minutes to put together. I made a tutorial with all the necessary code. There is a HUGE link somewhere in the comments so take a look if you like. We agree that quest system is a bit undeveloped and we are working on it right now. We are trying to add some actual quests (at least one at first) and give players at least some feeling of accomplishment upon the quest completion.