Keep Gannet alive by Monish Vyas
Gannet needs to eat all the time to stay alive. Just like the developer of this game.
He attracts food from all directions with his magical powers. So all you have to do is let him eat. But do not let him eat poisoned food.
Click the poisoned food shown in the top left corner and avoid clicking other food items.
Poison effects change from time to time so keep an eye on the top left corner for changing food items.
Good Luck..!
| Youtube | https://monishvyas.itch.io/keep-gannet-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-gannet-alive |
Ratings
| Overall | 2064th | 3.085⭐ | 43🧑⚖️ |
| Fun | 1829th | 3.024⭐ | 43🧑⚖️ |
| Innovation | 2279th | 2.638⭐ | 42🧑⚖️ |
| Theme | 1889th | 3.313⭐ | 42🧑⚖️ |
| Graphics | 1927th | 3⭐ | 42🧑⚖️ |
| Humor | 1189th | 2.872⭐ | 41🧑⚖️ |
| Mood | 1916th | 2.947⭐ | 40🧑⚖️ |
| Given | 63🗳️ | 56🗨️ |
Mechanics are simple yet quite original and definitely go along with the theme! It has the right amount of challenge, although I think in terms of balancing the game it could be a good idea to make sure that when poisoned items change, the game won't choose items that are in a very close range - as doing so will mean an instant death that could be a bit unfair.
Very good stuff though!
I really enjoyed the three different slots for different food you should be avoiding, and I like how they change as well. This adds variance to the game and allows for a linear increase in difficulty. I was hooked into the game before I knew it.
I would implement a life system (ie eating three poisonous food will get you killed) so that the gameplay experiencce is less short-lived.
I also wish that there would be more gameplay responsiveness, for example, when a poisonous food is approaching, the screen would turn red or something.
I felt like this game could have had more mechanics (though the food switch up and having multiple poisonous food accounts for this) just to spice the gameplay up.
Overall a solid entry, keep up with the good work!
Improving... Hahahahah.

1 - Mecânicas, Aprendizado e Fluxo:
A mecânica é simples e intuitiva, clicar em todos os objetos do tipo pedido e não clicar nos demais.
Apenas no momento da transição que causou algum desconforto, pois não se poderia prever e (com coisas já em curso) isso se torna difícil de controlar (mesmo que exista algum cuidado do lado da programação, ainda gera uma tensão no jogador, não sei se era o pretendido).
Como dito, intuitivo, portanto o aprendizado foi bem sucedido.
O fluxo de jogo escala bem rápido, creio que para fazer o jogador conseguir experimentar todo o jogo sem ficar entediado. Ir muito longe, daí é com os mestres (eu só consegui ir até quarenta e poucos segundos, hahahahah).
2 - Gráficos, Áudio, Narrativa e Polimento:
As comidas ficaram bonitas ao meu ver, a interface pode ser melhorada (no menu).
O personagem principal está um pouco diferente da arte dos itens, não sei bem como resolver isso, mas parece um pouco discrepante. Algo a ser polido fora do tempo de Ludum Dare.
A música ficou bacana para tempo de game jam. :)
A narrativa não é muito presente, e isso de "manter vivo comendo (comida que levaria a pessoa à morte)" ficou meio estranho para mim; mas engraçado.
3 - Cultura:
O jogo tem aspectos divertidos e que remetem ao fast-food. Quem sabe seja possível fazer variações em parceria com algum nicho que curte mais certos alimentos que outros. Hahahah.
4 - Monetização:
Como sugerido antes, fazer polimentos e entregar para algum nicho ou fazer do jogo um "advergame" poderia levar à monetização do projeto. ^^
1 - Mechanics, Learning and Flow:
The mechanics are simple and intuitive, clicking on all objects of the requested type and not clicking on the others.
Only at the moment of the transition that caused some discomfort, as it could not be predicted and (with things already underway) this becomes difficult to control (even if there is some care on the programming side, it still generates tension in the player, I don't know if it was intended).
As said, intuitive, so the learning was successful.
The game flow scales very fast, I think to make the player get to experience the whole game without getting bored. To go very far, then it is with the masters (I only managed to go up to forty seconds, hahahahah).
2 - Graphics, Audio, Narrative and Polishment:
The foods were beautiful in my view, the interface can be improved (in the menu).
The main character is a little different from the art of the items, I'm not sure how to solve this, but it seems a little outlier. Something to be polished out of Ludum Dare's time.
The music was cool for game jam time. :)
The narrative is not very present, and that "keeping alive by eating (food that would lead to death)" was kind of strange to me; but funny.
3 - Culture:
The game has fun aspects that refer to fast food. Who knows, it is possible to make variations in partnership with some niche that enjoys certain foods more than others. Hahahah.
4 - Monetization:
As suggested before, polishing and delivering to a niche or making the game an "advergame" could lead to the monetization of the project. ^^
1. Yes I agree that when the items change it is sometimes impossible to click items that have almost reached to player. Which feels a bit unfair. I am looking forward to improve ot post jam.
2. I used already made music from soundimage.com and exempted from that category as I cannot make musics.
There are a lot of things to add to this game which I will add once the jam is over and will inform you if you might be interested in playing.
Once again thanks a ton for playing and detailed feedback. Appreciate it.
Great work!
"It gets hard at a point" -That's what she said.
I did struggle to react fast enough often - several times I died not because I failed to click well enough to a fair degree but seemingly because the now-poisoned food was basically already touching me before I had chance to read what it was. A hint of what food is going to be poisoned next (like in Tetris!) and maybe a visible timer bar showing how long you've got left until it changes would make the game feel much more fair imo.
https://twitter.com/FiresplashTV/status/1255976830512881666
I liked the challenge of context-switching with what I was looking for.
Those two donuts look the same! ;P
Other than that, make this into a mobile game and you got yourself a nice time killer
@prodigalson Originally I planned to have a random timer, but then I settled for changing food every 10 seconds. The issue is food changes as you are about to click it and that results into instant game over, which feels unfair. I am looking forward to change the system in a way that the player has more time to react to.
@anagf I planned to make it as simple as possible, maybe lack of instructions made it a bit confusing.
Thanks you @mattwoelk @prodigalson and @anagf for playing the game and your valuable feedback.
There could be more here, for sure, but the core concept here is good fun.