Keep chicks alive! by Sleeping Panda Games

Keep chicks alive! Bring them back to their mom before it is too late.
6 chicks to save. You have 20 seconds per level.
🏆 Post your highscore in comments below!
The game has a timer, and count each time you die. At the end of the game, you will see your score.
Take a screenshot, and share it in comments below if you enjoyed the game. This will make me so happy, btw ^^'
⌨ Controls
Move Left/Right: arrow keys, or Q/D Jump: up arrow key, or Z/W Restart game: R key
🎶 Music
Made with love by @BlumMickael using FamiTracker
ℹ About
This game uses the Nokia 3310 restrictions. Such as its 1bit color palette, and its screen size (84 x 48 pixels - zoomed 6 times here).
This is my first Ludum Dare submission. Built in a total of 16 hours (sprites + code).
Tools: Construct 3, and Aseprite
Oh, and.. Thank you for playing! 🐣
https://www.youtube.com/watch?v=ySb5Cn06qQA
P.S.: I will upload for free source code, design assets + source files later after the jam ends.
| Youtube | https://sleepingpandagames.itch.io/keep-chicks-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-chicks-alive |
Ratings
| Overall | 781th | 3.676⭐ | 36🧑⚖️ |
| Fun | 389th | 3.765⭐ | 36🧑⚖️ |
| Innovation | 2177th | 2.735⭐ | 36🧑⚖️ |
| Theme | 1966th | 3.257⭐ | 37🧑⚖️ |
| Graphics | 1448th | 3.456⭐ | 36🧑⚖️ |
| Audio | 526th | 3.647⭐ | 36🧑⚖️ |
| Humor | 813th | 3.2⭐ | 37🧑⚖️ |
| Mood | 1505th | 3.235⭐ | 36🧑⚖️ |
| Given | 9🗳️ | 18🗨️ |
@thedashdude tyvm for playing and your feedback. to be honest, I've done lots of sprites for the game, but unfortunately didn't find enough time this weekend to implement more mechanics. I really wish I could a 'thwomp' mechanic and a few enemies that move left/right, but I prefered to fix a few things and add the player score at the end first
@hacktrout thank you <3 this means so much <3
The only complain I have is that some numbers of the countdown aren't very readable, as the six. The screen resolution is quite small so I get the font must be very small, but maybe giving it more size as the countdown is important would be a good idea.
Feedback:
Dont let the player start all over when the player dies, it becomes very annoying to go to the egg that many times. Also the moving platforms should be synchronised with the start time. If one started a bit off, the level was unbeatable. Also with a platformer as simple as this, the controls should be very tight and response, which i didnt feel like they were. Controls are difficult to get right tho.
Great job 4 stars! 
@louis-denizet when you think about it, this mama chicken is really lazy :smile:
@chromaphase haha, I truely understand what u mean ^^' thank you so much!
@nikita-demidov I'm still sorry that my game keeps you awake so late, haha ^^' What have you find here, lol. I tried it myself to see it. OMG! I simply forgot a few things in level 4.. xD I don't think I'm going to fix it since it doesn't really broke the game (hopefully), plus it is funny to see the eggs tps until his mama imo :smiley:
Had a busy day today and I'm quite tired so I will answer to everyone properly tomorrow!
Thank you for playing guys! <3

There was one falling platform that landed on the ground, and when I jumped on it again it would sit there and shake. There's also a bug with the music when you restart while it's playing: It keeps playing and overlaps itself when you get to the egg. I got about 4 of them playing at once when I was restarting trying to get a good run.
Graphics, audio and gameplay combine really nicely to make it feel like a cohesive experience!
Yeah, the font is very tiny. It is a four pixels only font which isn't really easy to deal with. Especially with a 1bit game. I don't think I will work again on this game - I mean improve it - but yeah, if had more time I'd ofcourse use a higher font like 8 pixels so I could make it more readable.
Regarding the obstacles, as you said, I just ran out of time. I designed a couple more enemies and stuff that I didn't find time to implement sadly. Anyway I'm already quite satisfied that I get this result with just 16 hours of work. I really wanted to know what time exactly I spent on it so I tracked every minutes of my work here.
That's still very motivating.
@sludgekey Really glad to read you had such a great time! Thank you for playing! I'm also a fan of this dino jump game, haha :smile:
@mads Thank you for playing! I understand that point about controls because I felt it as well. If I had more time, I'd have spend a bit more time on optimizing them. It is still a game of the offline/arcade area so I think it is quite okay to get that kind of hard controls. Even if I admit that in some cases behaviors are a bit weird, like when you walk on diagonal sprites for examples. S'ry about that again, really.. Lack of time. ^^'
@dodormeur Thank you for playing the game! I'm glad you talk about that because this is something very important to me. I mean to make players learn what they have to do or what will happen with intuitive experiences like that. I'm sorry I don't really know how to explain my point in English.. x) Regarding the low count of pixels.. I should probably remove a few decorative sprites because.. Yeah.. As you said, you're wondering the first time what it is or if there is any action related to it.
@lambdanaut You filled my heart with joy! Really glad you enjoyed the experience so far, and thank you also for sharing a screenshot of your score. GG! :thumbsup:
The music was great, the aesthetic was great, even the level design was great (I loved that you showed off the main gimmick in a level before getting the egg, great touch).
Definitely keep going on this, I could play this for hours.
This comment to let people know that I have updated the game on Itch.io with a few bugfixes thanks to your kind feedback's. Here is the full changes list: [v0.0.9 Bugfixes](https://sleepingpandagames.itch.io/keep-chicks-alive/devlog/140786/v009-minor-bugfixes)
@wheffle As explained in the link below, I updated the game so that QWERTY users can now use the A key to move left. I'm a QWERTY guy so I barely forgot to check that. As simple as that.. Sorry for the frustration, but a huge thanks for reporting it! Very glad you still had fun with the game. :sweat_smile:
@tom-robson Don't really know what to say here expect you can not imagine how please I am to see yet another such positive comment about something I did my best to make it fun. So.. Thank you! :heart:
@inventivum-games This is my very first Ludum Dare participation, and probably not the last one.. Haha :tongue: It is definitely not easy to find a good balance between content and quality in such short time. I tried to focus first on the player flow, like:
- Start a level
- Play the level
- End the level
Once this flow was done. I started building a few more levels. There was only 3 at that time, and then I had one day left to work on the game. So I added on more level mechanic (move platforms), then built three more levels. Then I decided to not add more, and focus on debugging/optimizing the actual mechanics.
Also worth mentioning, I tested almost every new code I added. To make sure it works, but also to get an overall idea of the game time. I thought around 5 minutes of gameplay would be okay for this. Hope these words help somehow. Excuse me for any typos. ^^'