Among by Antti Haavikko

Blocks are racist! Just jump right in, controls and whatnot explained there...
🎮🕹️ Download or play online on itch.io 🕹️🎮

🛠️ Tools used
- Unity 2019 (with Post Processing, Anima2D and Cinemachine)
- Adobe Illustrator & Photoshop
- Bfxr
- iOS Garage Band
- iOS voice recorder
- Audacity
🎞️ Gameplay video
🎥 Dev timelapse
🖥️ Screenshots

| Youtube | https://anttihaavikko.itch.io/among |
| Youtube | https://anttihaavikko.itch.io/among |
| Youtube | https://anttihaavikko.itch.io/among |
| Youtube | https://anttihaavikko.itch.io/among |
| Youtube | https://github.com/anttihaavikko/among |
| Original URL | https://ldjam.com/events/ludum-dare/45/among |
Ratings
| Overall | 34th | 4⭐ | 30🧑⚖️ |
| Fun | 55th | 3.821⭐ | 30🧑⚖️ |
| Innovation | 113th | 3.696⭐ | 30🧑⚖️ |
| Theme | 442th | 2.696⭐ | 30🧑⚖️ |
| Graphics | 20th | 4.286⭐ | 30🧑⚖️ |
| Audio | 41th | 3.857⭐ | 30🧑⚖️ |
| Humor | 54th | 3.554⭐ | 30🧑⚖️ |
| Mood | 208th | 3.25⭐ | 28🧑⚖️ |
| Given | 17🗳️ | 43🗨️ |
I didn't go very far though, I didn't understand how the apple work. At first I thought the color of the apple was the color I would become, but the blue apple sometimes turns me blue, sometimes yellow. After that I thought that maybe it was related to the color of the block I'm standing on, but it doesn't look like it either :/
@akusan For sure, should have made that first drop indicated somehow since dropping from any other position kills you. Truly noted, this is why games need non dev testers.
@grhyll It is always the color of the apple. Or at least it should be. And the topmost apple of the stack to be more exact. Unless there is some weird bug. And btw, it’s purple, not blue 😜
Thanks to everyone who has played and given feedback so far!
Anyway, the first apple turned me sometimes yellow, sometimes blue :/
Must be a bug then. Or you’re doing something weird I didn’t consider at all.
I do have some nitpicks. The puzzle which stumped me the most was the very first one in the opening, and I spent way too long trying to figure out where to go. After the first one, I didn't have trouble with the rest. Also, there was some bugs, such as randomly dying when walking into blocks. Also, if I'm in the middle of eating a blue apple, and I pickup a purple apple as I'm still eating the blue apple, then I turn purple and I've picked up a purple apple (I should turn blue).
Otherwise, great game!
And speaking of blocks, those quips were pretty much just added as a way to show controls and introduce mechanics. I then just *had to* spread them all over the world because those (and apples) were added as the target for character to look at and them being too far made the pupils pop out from the eyes. :smile:
Yup, bugs are bound to happen in jam games. Glad that nothing majorly game breaking has surfaced yet at least. Even though random deaths sure can be annoying but hopefully those aren't that frequent. I guess the collider for checking block intersecting is bit too big or incorrectly positioned. And the mid animation apple picking is something I didn't take into account at all. I guess the apple is popped from the stack at the end of the animation even though it should be right at the start of it.
Big thanks for the feedback! :heart:
Overall great entry again, I like introduction of mechanics (also those bubbles look so sleek ;) and I don't have to mention pretty graphics, animations and audio.. it's kind of standard in your games :)
A good entry for sure, well done!
The one more idea is maybe he can eat the blocks?))
After this he can have bigger size, well it's another idea, but anyway just the idea
And this smiling blocks so cute )))
One thing which did annoy me a little is that you can rarely see the whole puzzle at first which means you can't solve a puzzle without dying at least once or twice (or was there a zoom-out-button I missed?).
Great and very polished entry! :)
I did try to zoom out enough that the puzzles could be scouted out without needing to do a trial run (with the exception of the last puzzle). The dropping puzzle (the one where you need to drop through a sequence of colors) zooms out enough to show all the blocks except for last two and the rightmost block on the platform where the apples are gives the color of the last one. So the whole sequence can be figured out without deaths. Same should be true for all earlier puzzles too, you just might need to do some scouting and not pick up all the apples as soon as you see them.
The one thing that I found a little awkward (besides the handful of minor bugs noted by others) is the timing aspect of eating and jumping; because you don't switch colors immediately on pressing the button, there's an element of pressing the eat button, and then timing your jump so that you leave the ground before you switch but you switch mid-air before you land. An alternative implementation which had you change colors more-or-less immediately would instead have you timing when to eat instead of when to jump. I'm not sure the alternative is _better_, I'd have to play around with each and see how they felt (maybe you already did, for all I know). Anyway, that's my only "complaint".
One other thing that I guess could be slightly tweaked, would be to maybe give a visual indicator of which blocks have something to say before you reach them. That way the player doesn't have to go touch every block to check whether they have any dialog (since the dialog is pretty funny and worth seeing). But that's a pretty minor quibble too.