Droplet Dodge by Alaska

[raw]
made by Alaska for Ludum Dare 46 (JAM)

When the theme came out as 'Keep It Alive' my immediate instinct was to make a bootleg Touhou game. Lacking in both time and expertise, I figured the next best thing was to try and create a survival-style platformer.

You are a Droplet named Meringue, and for whatever reason you're being haunted by the crude Phantom. The goal is simple: stay alive. Your health ticks down over time and the Phantom has spikes and bullets to make sure the clock moves a little faster, so to speak. You're not without help as every once in a while a peach will appear to give you some health back (which happens to be a favorite food of the Droplets). How long can you keep the Droplet alive?

Controls:

  • Arrow left/right: move left/right
  • Z: jump
  • Esc: quit (windows only)

Credits:

  • Engine: Godot 3.1.2
  • Art/Sound/Dev: Me

Changelog

  • v1.1.1 4/25/2020
    • Updated Webgl version to respect viewport aspect and not stretch the textures beyond recognition
  • v1.1 4/25/2020
    • Tweaked movement to be more precise
    • Re-imported textures with the correct options to remove blurriness
    • Changed submission title from "Droplet Dodge - LDJ46" to just "Droplet Dodge" to look less... odd
    • Fixed typos in submission description
    • Added mention of the Quit button (even though it only works on the windows version)
  • v1.0 4/20/2020
    • The base version with slippery movement and features to be added later

Ratings

Overall 1863th 3.214⭐ 30🧑‍⚖️
Fun 1667th 3.107⭐ 30🧑‍⚖️
Innovation 2369th 2.519⭐ 29🧑‍⚖️
Theme 1533th 3.519⭐ 28🧑‍⚖️
Graphics 1617th 3.317⭐ 32🧑‍⚖️
Audio 548th 3.633⭐ 32🧑‍⚖️
Humor 1566th 2.54⭐ 27🧑‍⚖️
Mood 1764th 3.056⭐ 29🧑‍⚖️
Given 39🗳️ 27🗨️

Feedback

Tbrax
21. Apr 2020 · 17:55 UTC
Seems well polished. Character is a little too bouncy to control.
microwerx
22. Apr 2020 · 03:47 UTC
Nicely done game. Character is difficult to control, but I suspect it's part of this particular genre. I was getting good figuring out safe places to jump from. Music really helped set the mood.
adriczero
23. Apr 2020 · 03:23 UTC
Liked the music. Very John Carpenterish. Like the mood and the losing laugh.
cronobreak
23. Apr 2020 · 03:33 UTC
Liked the atmosphere and cute character. As others mention it was a touch tricky to control, but otherwise a nice little easy to understand concept :)
AdrianKrawczyk
23. Apr 2020 · 07:51 UTC
gj!!
🎤 Alaska
23. Apr 2020 · 07:58 UTC
Appreciate the feedback all :)

Very fair critique on the movement though. I wanted to try for a sort of floaty feel, but ended up with something that's a bit... slippery, but indeed tough to control.
Prackli
23. Apr 2020 · 08:11 UTC
The idea is nice, but the jump feels way too floaty and it's hard to control. Maybe some gravity scaling would fix .
FireSlash
23. Apr 2020 · 08:49 UTC
Echoing the control issues. Ultimately while the slippery feel is kind of annoying, the big issue for me is that movement continues after releasing the movement key. This removes almost all precision from the platforming.
🎤 Alaska
24. Apr 2020 · 05:10 UTC
Yeah... I can definitely agree with you both.

One of the things on my todo list was to make the gravity affect the falling movement a bit more so it'd be a more Mario-esque jump, but by the time I got to that point where I could make some quality tweaks I was already out of time. Same but not really with the slipperiness of the movement; I had it written down to turn up the deceleration in the x-direction, but in that case i just forgot to do so.

I think I'll do a post-jam rework once the results come out with the feedback you've all left. There's other stuff I'd like to personally tackle like making the Phantom a little more than just a drone with some extra attacks, implementing a way to possibly fight the Phantom and having a win/scoring mechanism, fixing some of the sprite blurriness, making the level bigger (and better), etc.
legavroche
25. Apr 2020 · 05:25 UTC
I also found the horizontal movement tough to control. But also one thing I would've liked to have was a score system maybe in the form of a timer, so I had an idea of how well I was doing in each playthrough. I think adjusting the movement and adding some high score system can really go a long way for your game.
Shadoninja
25. Apr 2020 · 05:28 UTC
I had fun with it! I wish there was some sort of progression during the level. Maybe a way to attack the guy or a timer for how long to survive
dingotime
25. Apr 2020 · 05:44 UTC
Controls are pretty unforgiving due to high acceleration/speed and slippy feel - but I had fun for a few minutes, good job!
GOD COLO
25. Apr 2020 · 06:14 UTC
Ahhh pixel art! I love how simple your game is! It is frustratingly fun! The music fits well! The peach kept me alive most of the time because I would lose my easily with the spikes! :laughing:
Greato Jobu! :smile:
🎤 Alaska
26. Apr 2020 · 08:06 UTC
Considering the movement has been the chief issue I think it's probably time I treated it like a bug and fixed it... not really sure how many changes I can make before I start breaking into the "new feature" territory though :laughing:

@prackli I added some light gravity scaling, only at the falling part of the jump though.

@fireslash @legavroche @EveryoneBasically I went ahead and tweaked the movement to be more precise. The little droplet is still quick, but he's not walking on butter anymore.

If I'd have had more time I'd have loved to get at least a little timer put in or some form of scoring, but alas... Some sort of progression is a great idea though. Like "you've survived long enough here, moving to next area" or "build up a meter and attack!" kind of thing. Appreciate the good ideas.

@dingotime Glad it was fun for at least a few minutes! I tweaked the movement a little so it's still a little fast but you have better control over it if you wanted to try again.

@god-colo ありがてぇ!:smile:
Bart Wach
26. Apr 2020 · 19:59 UTC
Nice sounds for the enemy.
ZeppelinGames
27. Apr 2020 · 01:45 UTC
Nice game. Love the SFX, well done. Alittle unsure why 'z' was jump but I worked it out.
🎤 Alaska
27. Apr 2020 · 03:44 UTC
Thanks you two.

I chose 'Z' because I've had Cave Story on my mind lately and it felt better to have both hands doing something.
MiltonNH25
27. Apr 2020 · 05:40 UTC
Good job with the game. I liked the concept and it was fun to play around with. It would be cool to see some more variations in the attacks and an increase in difficulty as time goes on.
Shaolin Dave
27. Apr 2020 · 05:42 UTC
Nice sound effects and music. Graphics were simple but effective, possibly more effective BECAUSE they were simple, but a tad more color could help (maybe the spikes could be purple too?)
It was way too easy to cheese the enemy by simply staying in a corner where he couldn't reach me, and only moving to grab the fruit. Maybe add something to force the player into moving around?
Also, the play area was tiny, any way you could get it to expand to full screen?
garygreen
27. Apr 2020 · 20:30 UTC
This was fun and pretty addictive. The droplet character was cute. Was there a score on the screen? I couldn't see it.
🎤 Alaska
28. Apr 2020 · 06:10 UTC
Thanks for the feedback yall. :smile:

@shaolin-dave I thought about making the spikes their own color, but in the end it just looked too tacky for me; this is where I shot myself in the foot with being too simple with the graphics (granted the speckled look doesn't look much better, but that's where I settled). I do have the health bar ticking down slowly to try and keep the player moving, but ultimately I do also need to give a little extra motivation from more attacks (ones that can hit through walls) or falling hazards, etc. Originally I did have it fullscreen, but due to bad import options on the textures everything looked blurry; but when I corrected those options the stretch on the viewport heavily distorted everything. I might play around more with it, but ultimately I'd need to make time to redo the scaling on the nodes and rebuild the level.

@garygreen There was not. I want to add one in, but I think that falls under a new feature rather than a bugfix.
🎤 Alaska
28. Apr 2020 · 06:12 UTC
@miltonnh25 Very much agreed, and thanks!
nspevacek
30. Apr 2020 · 03:13 UTC
Graphics and audio were great. I agree with others that the controls could be tighter
🎤 Alaska
05. May 2020 · 07:17 UTC
@nspevacek Thanks for the feedback! I'll see what I can do.
Natwomb
06. May 2020 · 20:11 UTC
Fun game, jumped around for quite a while enjoying myself with this game. I would like a higher phase and/or some progression if you continue the development after the jam. Anyways, great job!
blay09
09. May 2020 · 12:37 UTC
Took me a bit to find the jump key (went straight into the game) - a quick ingame instruction showing the controls or alternatively also allowing space/up for jumping would be great.

I liked the music! The game felt a bit easy to me, as you could simply jump over all spikes at once most of the time and even when you messed up multiple times in a row, it was easy to quickly get back up to full health.

I think it would be fun to have the boss randomly switch between different attacks to make him a bit less predictable.