The Keep! It's Alive! by minibobbo
You are a keep. A hungry keep. Eat all the adventurers foolish enough to get close.
Play with the mouse only. You will get it after the first level.
Stomp on guys. Throw them around. When you are finished playing with your food, eat them. Eat everyone to score 3 stars on each level.

All content was created during the jam for this game.
DaveB (Minibobbo) - Code and Art - https://minibobbo.itch.io/ JamesOliverMusic - Music and Sound - https://jamesolivermusic.com/
| Youtube | https://minibobbo.itch.io/the-keep-its-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-keep-its-alive |
Ratings
| Overall | 169th | 4.045⭐ | 112🧑⚖️ |
| Fun | 104th | 4.073⭐ | 112🧑⚖️ |
| Innovation | 94th | 4.064⭐ | 111🧑⚖️ |
| Theme | 642th | 3.931⭐ | 111🧑⚖️ |
| Graphics | 386th | 4.212⭐ | 113🧑⚖️ |
| Audio | 185th | 3.995⭐ | 110🧑⚖️ |
| Humor | 45th | 4.227⭐ | 110🧑⚖️ |
| Mood | 509th | 3.783⭐ | 108🧑⚖️ |
| Given | 81🗳️ | 133🗨️ |
Way to addictive.
I have no negative thing to say about it.
5/5 Theme.
The food are always run in a straight line, what if they can fly or sometime jump?
@liam Glad you liked it! I've been experimenting with ideas for touch because it could be fun to fling guys with your finger on a smart phone. Extra levels for web would be easy.
@joewolf Thanks! I tried to make the different guys different enough visually that you could plan out ahead of time, until you get to the trees and the scaffolding that blocks your view. I was playing around with the idea of an endless procedurally generated escalating mode but figured a tighter limited game was better for the jam release.
Like the shake, trace of hands. You can actually knock, throw, grab and even launch pisants into space. Incredible :D Loved the spears flying and ending up with different angles in the ground.
The grabbing people and then smashing them against the ground is super satisfying!
@megamasterx I will admit I was giggling like an idiot while playing it. Plus, I let my kids have a go at it. They aren't very good with a mouse, but they love playing it. Their favorite level is level 1 because they can just throw the guy around as long as they don't accidentally eat him!
@toxs1ck Most of the time tossing is better than stomping. It is slower though and you can only do it to one guy at a time, where a good stomp can get multiple. Plus, the construction workers are hardly affected by tossing, so you really want to smash those guys. The best is tossing them from the outside of the screen into your mouth in the middle, but that is deep magic :)
@tic They need more lines. It is kind of an easter egg because I think most people will start the levels before actually seeing any dialog. They have about 6 - 10 lines apiece and just pick randomly so there are a lot of repeats. There really need to be more to make it work better.
@dick-claus I enjoy throwing the guys and seeing how many times I can get them to bounce off the walls before they hit the ground. My current record is 4 (which is on the scrolling hints on the menu)
@jefvel :confused: Uhh... wow. I'm not sure why but your guys are jumping about twice as tall as they are supposed to. No wonder it is impossible. It's like the timestep is not reporting correctly or something. They should be on the ground way more often than they are. I'll have to look into this. What browser are you using?
@sir-syko I object! I the theme is right there in the title! What could be more related to the theme than that? :wink:
The art is nice and I like the addition of music and sound. Helps the mood and immersion.
All in all, a good entry!
I saw people talking about this concept in the discord. I'm glad such a great iteration of the idea was made. It's almost perfect.
Really nice work!
Is it an issue other people faced ?
@duke The grabbing works on the first person that it finds within 20 pixels center of the fist to center of the guys. On my list of things to clean up is actually grabbing the closest to the center of the fist because now if you click and two guys are within the distance it just grabs the first one it found. That might be what you are describing and why it felt slightly off sometimes.
@vulgaris Thanks! The cursor hand was something I wanted from the beginning. The second hand only came in very late in development but I'm glad I had the time to get it in!
@colan Teach you? OK! Watch this:
https://www.youtube.com/watch?v=AJdEqssNZ-U
Done!
@invixel My partner in crime posted over in your game. Yours is on my list of things to play! I really like the walking keep idea :)
@endytroll Thanks!
@arden I was over in the Discord early on but didn't see the discussion about this as a theme. I would have liked to bounce ideas off everyone! I actually had this idea spring into my head almost fully formed when I saw the theme "You are the dungeon" in one of the earlier rounds. I thought it would be funny to have the dungeon just eat everyone. Then when Keep It Alive was chosen I realized the idea still worked and was a stupid take on the theme, which was just bonus points :)
@devastus I love the music also. @jamesolivermusic did a great job on it. I've played it without the music and sound effects and the whole experience is just lacking without them :)
@x-c Thanks!
Your OS:
Your browser:
Your scale and layout settings:
you can find the scale and layout in Windows by right clicking on the desktop and selecting display settings. It should be on that screen.

Thanks!
Not much to complain, only thing that felt a bit odd was cursor movement speed (it somehow moved faster than usual when focused in browser but I got used to it pretty quickly). I feel this game would work pretty great on mobile with touch controls too, so maybe you should add some more content and release it there? But anyways, nice entry guys!
An offline downloadable version could be a solution for me if Phaser supports Linux (don't know, never used it ^^)
Thanks for taking the time to fix this :thumbsup:
On to testing your game then !
It's really really good ! Beautiful pixel art, nice gameplay, great theme interpretation, cool music that fits the gameplay and is simple without getting annoying.
If I had one remark to make I would have prefer hands a little bigger or at least a bigger hitbox as I was sometimes missing my target during tense moments
The way the levels are varied with different enemies is really nice and adding stuff in the foreground to alter visibility was a nice and unexpected addition.
Regarding those enemies I feel like the difficulty could be handled a little bit better as right now speed is by far the biggest component in the difficulty of an enemy. The big dudes that need two times to eat are way less dangerous than the small speedy ones. I just needed to ignore them and take them at the end.
So I feel like the game could take advantage of some slight gameplay tweaks and if you had time some more levels with different enemies but it's already in a great shape and a nice bit of fun !
Good job :)
I noticed one maybe strange thing. Let's say I have a poor sod in my left fist. And I shake him around, as I am known to do on Tuesday afternoons, holding the mouse button down all the time. If I shake my left fist too close to my right, I change control between the fists. Maybe it's intended, cause it would make some sense, but it confused me a bit first time.
Overall, I had a blast!
Cool execution of a simple yet catchy (ha!) concept. It was indeed a bit hard to get all of those pesky foodventurers running around, but it felt great to learn how to be better at it. Nice job!
* An in-game mouse sensitivity slider which would help players have a bit better control over where the cursor ends up every frame
* An infinite mode to let players have fun with the mechanics of the game without having to worry about winning or losing
* Music/audio on/off or slider
I did encounter one bug where a first level solider was eaten (and counted as eaten) but was left floating up in the air.
Overall a very polished game, very much, fast paced and easy to get into and learn the mechanics. It would be nice to see in future iterations maybe some additional mechanics which you can open up or discover. A must play game I would say.
Great animations and really innovative gameplay. Would love to see some enemies that tried to damage the keep.
Would be interesting to see how this would work on a touch-screen like a tablet or phone.
Greato Jobu! :smile:
@adinimys Thanks for the report (and the suggestions!). I'll pass it along to the Phaser project. I'm not sure how much attention it will get because that is a very specific set of circumstances that affect a small feature of the engine, but we will give it a shot! Glad to hear you were able to find a workaround.
@ordineu That is my favorite comment as well. lol!
@junebug My theme usage is always hit or miss with people. I'm glad you appreciate it!
@amazura I have been thinking about how this would transition to a mobile game. I'd have to rework the mouse controls, but I think it is very doable. Thanks for the suggestion!
@entropymaximizer Nice work getting 3 stars on everything! You are probably better at the game than I am!
@marcusnystrand The difficulty on jam games is always hit or miss. I'm getting different messages from different people but I'd rather err on the side of too easy for jams that too hard. Thanks for the feedback!
@justin-c Puns are pretty much the only connection any of my games have to the theme :)
@fabula-rasa That is intentional. Basically any time your mouse is on the left of the screen you control the left hand and right side right. It means that you can grab a guy in one hand and then transition over to the other side and leave the poor shmuck stuck there forever. Emergent Gameplay!
@kjscott Thanks for the suggestions. I never thought of a sensitivity slider. That would be very easy to implement and a great addition! I also had an infinite mode for testing where you could press spacebar and drop a guy who you could throw around to your hearts content. I should have left it in. Maybe for a post jam version...
Also, you mean this bug?

I found that the day after releasing the game. The guy is sort of a zombie, alive and dead. He doesn't get affected by gravity either and you can't pick him up again after dropping him. But you can put him back in front of the keep and eat him again for double the points! It is fixed in my dev environment and it will be fixed in the post compo version.
@themadprogramer The mouse transition is actually extremely simple. Basically each hand has a location that it is trying to move to. It moves half way to that location every frame. One hand is active and that hand always tries to move to the cursor. The other hand has a home position that it moves towards. Then I just set the active hand to be the side that the cursor is on. Hope that makes sense!
@maniulo The original idea for the game was that the guys would damage the keep and you could eat them to get health back. You could also kill them by stomping. We dropped that idea early on and just made eating everyone the win condition. I was going to add some catapults that would stun you briefly when they hit you so you couldn't eat anyone but didn't get to it. Maybe in the post-jam version.
@amkingtrp Thanks for the comments! I'm going to try to port it to mobile using Cordova. And to Windows/Mac/Linux using Electron. We will see what happens...
@notapixelstudio There is never too much screenshake. (Kidding! Thanks for the feedback. I might tone down the roar shake a bit for future versions.)
@god-colo Thanks for the feedback. The Keep scares me a little also.
@zubspace I'm a firm believer that you should be able to experience the entire jam game easily. Glad you appreciated the experience!
@mika-la-grand That is good feedback. I'm sort of cheating by just reloading the scene every level (which is why the music restarts) because I'm lazy, so it isn't a trivial thing to keep it playing. It shouldn't be a big deal though. Thanks!
Art and animation was great!
throwing the little guys around was satisfying.
I liked the music. but it bugged me that it restarted with the levels.
I feel like smashing was less efficient than simply picking guys up and throwing / eating them, though I guess YMMV. I almost feel like the smash was =harder= to aim despite being less effective at stunning enemies. I wonder if smashing ought to stun enemies for longer, or have a larger area of impact, or perhaps there should be a "swipe" move where swooping your fist horizontally momentarily stuns (and pushes back?) all of the people on that side. Just food for thought, I'm sure you can figure it out.
Probably the only "bad" part of this game is that a lot of people aren't going to see all of the funny quotes and listen to the entire song, haha...
I don't feel like there were any rough edges that stick out. The graphics, design, interface, and audio all fit well together. (Though I did find myself playing with my food a bit so I could hear more of the "dinner" music.) Great work, team!
@eran-haas Thanks for the feedback. I like the silence and the calm nature sounds before you wake up and all chaos breaks loose, but you aren't the first person to mention they didn't like the music stopping. I'll have to consider that for the next release.
@trexxak I agree the difficulty could scale a lot smoother. Glad you enjoyed the experience!
@khud0 You are the dungeon. Wait, that theme didn't win! I made the wrong game!
@ddrkirbyisq Thanks! I've enjoyed playing your game for years! I remember Ripple Runner quite fondly and I think you also made Melody Muncher, right? Good times :)
I was trying to strike a balance between throwing and stomping. Throwing generally stuns for longer but you can only grab one at a time whereas the stomp stuns for shorter but can get groups. Then some characters are different (big knights can't be stomped and have to be thrown, jumping guys recover really quickly from being thrown and should be stomped) but things happen so quickly that some of that is lost.
I'm trying to think of a way to get the music loop playing more because I love listening to it also. @jamesolivermusic did a great job.
@ghostmaple Thanks! I am experimenting with Cordova to turn my Phaser game into a mobile one. I've got some fun ideas for mobile if I can get it working. I think this game would work well on a touch screen.
@jsladovic I did a little research on this and v6p9d9t4.ssl.hwcdn.net is an itch service. Does it happen every time? I haven't been able to duplicate your problem and it might have been a temporary outage on itch?
@akitl Thanks! Just to be sure, you are experiencing a long delay the first time you click on the screen? Like when you click the Play Game button on the itch page, or on the main menu?
@sandra-martinez thanks for the comments!
I also appreciate how you guys mixed up the gameplay by adding a few unique enemies and visual obstacles to keep things fresh. All-in-all, nice job!