Woodpunk by elisee
An (unfinished) 2D top-down game of adventuring, shooting and exploration! ✨
🎨 Art by Bruno "Pixel-boy" de Chazelles, Alexis "Challenger AAA" de Chazelles, Timothée Lestradet.
🎶 Music and sound by Moonchimes: Clément Barral, Sylvain Wenger.
💻 Programming by Amos "fasterthanlime" Wenger, Nicolas "Bilou84" Gauthier, Elisée Maurer.
Controls
- W/A/S/D to move
- Left click to shoot
- Hold Shift + left click to craft
- Space to interact with NPCs and pick up items
- 1, 2, 3 to make dialog choices (not numpad)
Story
The whole island is in peril after a dark wizard unleashed dangerous creatures all over the place... Baxton must leave after gathering their friends... but they are a capricious bunch! Find as many of them as you can, then get to the boat while keeping them alive!



Soundtrack
You can listen to the original soundtrack on Bandcamp
| Youtube | https://sparklinlabs.itch.io/woodpunk |
| Original URL | https://ldjam.com/events/ludum-dare/46/woodpunk |
Ratings
| Overall | 137th | 4.083⭐ | 250🧑⚖️ |
| Fun | 529th | 3.677⭐ | 250🧑⚖️ |
| Innovation | 1111th | 3.339⭐ | 247🧑⚖️ |
| Theme | 2217th | 3.004⭐ | 246🧑⚖️ |
| Graphics | 44th | 4.633⭐ | 254🧑⚖️ |
| Audio | 19th | 4.394⭐ | 251🧑⚖️ |
| Humor | 544th | 3.46⭐ | 228🧑⚖️ |
| Mood | 205th | 4.059⭐ | 249🧑⚖️ |
| Given | 62🗳️ | 19🗨️ |
The only thing i struggled with is that i didn't completely understand what the endgoal of the game is, but the gameplay was great.
Music and graphics are amazing. Just wow... I was not quite sure what the connection to the theme was though....
In the gameplay part, I sadly didn't succeed to finish it. Also NPC are not really great at following you. They spent their time stuck on walls this is a little annoying.
The idea of crafting your own bullets is genius.
Good job overall.
I almost got stuck at first until I realized there was a hole in a fence haha. Being able to craft the different ammo is pretty nice too.
The one thing I'm not totally sure of with the theme is what were you trying to keep alive. I assume the main character, but I wasn't sure if there was something I missed in the interpretation of the theme
At some locations I felt there were too many enemies (of the same type also) and that I have no way of killing them all with a restricted ammo count.
But overall: Magnifique jeu!
But the level of polish blew me away. Good job!
The collision may have a bit problem as sometimes the npcs shake rapidly at the edge of the obstacles.
Overall, really nice and interesting game.
Graphics are beautiful as well. As a package you've all achieved a lot for such a short time period, and I wouldn't be surprised if this lands in the top 10, it certainly does in my books!
This aside, the abundance of plant meant that I never felt in trouble, but having to craft ammo was sufficient to create an interesting gameplay loop. The missions are nice, and the characters funny. It looks like a retail game to me, maybe expand the map and the missions and your good to go!
The main issue I had was the mostly barren world. Would've been awesome to have more content in it or have the content, that is there, a little more dense. I never knew if there was a possibilty to get through an obstacle or it wasn't part of the experience. I was running around alot only to get into a dead end. Enemies are rare and I only encountered one type so far.
On a technical level, there is also something I could provide as feedback:
* The frame in the website where your game runs is not fitting the native resolution of your game, so the pixels are distorted a little. The pixel art is so beautiful so it pains me to see it treated like that
* Some of the objects in the map have z-index issues (signs or some pillars) where the pc wasn't rendered behind it correctly
Awesome entry nontheless. Great work!
Je suis pas le premier à le dire, mais plus d'indications n'auraient pas été de trop, pendant l'aventure, je ne savais même pas quel était mon but, du coup j'ai gagné avec un ami sans le faire exprès. On manque d'indication dans les quêtes, ou une minimap, etc. pour pouvoir vraiment s'y retrouver.
Beau boulot ! :)
Gameplay wise I didn't quite get what the craftable companions did, and I got put off at the start because I overlooked the note about how to craft, so I got stuck on the first quest :D
Very much liked the plant theme as well :)
The art and animations are so beautiful! Excellent entry!
I killed monsters 'till I had no ammo, and that was it.
May be an information is missing in the game ?
Edit: ofc do not hesitate to at me and I can give it another chance
Edit: Much better once you know you can craft ammos :laughing: but yeah the goals are not clear enough and my road was blocked many times
Still incredible for a game jam though !
Thanks so much for the kind comments, we're glad you're liking the game.
We released a postjam build that is much improved, has even more content and fixes most of the things you reported...
We're still working on a possible minimap & quest log, so more updates are coming!
Make sure to **choose the LD46 version for rating** 📑,
but when you're done, if you like it, **pleaaaaase enjoy the improved version too**! 😄💖
Was the purpose of the minions to make sure your friends didn't take damage? They were so fragile I'd be surprised if anyone 100%'d this game. I think it's possible but it would take a long time with very careful play. I'll revisit this game after LD rating is over and try to do a full completion, though I'm scared of losing someone at the very end lol.
Side note, probably the funniest thing I've seen this LD is the grandma just POPPING like 20 seconds into venturing out into the world. I actually thought that was part of the joke til the end ship told me I needed them...
Edit: okay, my bad, that wasn't money :D i've saved most of the characters, but i think i haven't found all of them. Great game tho, i spend on it like two and a half hours, insane! And as a animator i really appreciate how unique those NPCs are with their's visuals and movements.
The crafting mechanic didn't do it for me. I really like the idea behind it, but I think in it's current form picking up plants to craft bullets is really just picking up bullets with extra steps. There is definitely something really interesting there though and worth exploring further.
There were a few issues I had though.
- I was lost for most of the time I spent playing. I just didn't know where to go. I must have spent a good 20 minutes just running around areas I've already been, until I eventually found the right path. I feel like adding a map, compass, or just some directions from the NPCs themselves would solve this, then at least I can have some idea of where to go.
- I found myself getting caught on edges a lot. Never to the point where it ruined the experience, but enough to the point that it got annoying.
- Both enemies and friendly NPCs were always getting caught on things. I feel like the idea was to have a big gang of friends following you around but their pathfinding meant that, at least for me, they always got caught on stuff before I could get more than 2 of them together. (Obviously though, it's LD, 72 hours isn't much time to go about adding complicated pathfinding, so I totally get why this would be a thing)
Please don't get the wrong impression from this comment though, I had a lot of fun playing the game! I feel that with a bit of polish and development post-jam, you'd have a really great little game! Everyone involved should be proud!
The atmosfere is great, being done in 72 hours makes this even more spectacular!
It is hard to complain about anything here - the game is nicely polished. I feel, it can easily be extended into a bigger game - all core mechanics are already implemented, so it is all about the efforts on content.
Et un peu de français parce que voilà : putain bravo les gars vous avez tout géré c’est dingue ! :smile:
Unfortunately it was a little lost. No idea why this guy is following me and why I have to create an onion guy. I think in this area the game could be improved otherwise flawless!
I loved the big map to explore. Sometimes it was so big that I wished for an overview though. :sweat_smile:
The enemies felt a bit too easy to defeat (but maybe that was intended?). However all my friends died because I wasn't able to get close enough to enemies to shoot but far enough for my friends not to be hit. :cry:
I had plenty of minions and they often got in my way or stuck at a bridge (then reappeared after a while). Overall not too bad though.
They music was so great that I'm likely to buy it on bandcamp. :heart_eyes: (actually more :heart_ears: :thinking: )
Good job on this submission! :thumbsup:
We're working on the post-jam version of the game, enemies will be more diverse and some very hard to kill :smile:
Finding that gap in the wall threw me for a bit, but it was smooth sailing after that!
I like the option to just say "I found enough people, let's go". :P :)
Very wonderful!
Absolutely fantastic job!
I didn't complete a single quest in the game. I would get a quest, not understand how to complete it, and then move onto the next area. I figured out what Onion Minions were and how to create them about 2 areas in and didn't feel like backtracking to complete the first quest. Maybe Granny could have mentioned something about "Pressing shift to open your crafting menu." Fourth wall breaking but entirely necessary for gameplay. Likewise, all of the enemies could be summarized as "click on them until they die," regardless of what type of ammo I was using. It seemed some enemies weren't even worth killing since they'd either just stand there or were easy to evade.
The world design is well done. It feels like an open world and yet I was constantly able to progress and continue onto the next area. I never felt lost. I made it all the way to the boat, where I was promptly stuck because I didn't know where to find planks. There appeared to be some planks in the basement of the castle area right before the boat but I think those planks were decorative planks and not quest item planks.
All this being said, this is an incredibly ambitious Ludum Dare game and I'm extremely impressed with how much game you managed to get out of the weekend.
This is such a nice ground for a full release, hope you keep working on it.
Was the graphics inspired by Atomicrops?
I stopped playing shortly after the guy asked me to find money. You've said that the project is unfinished so so not sure how much there was to do for the player here.
I raly like the crafting system you have here, after I figured out how simple it was to work, I was hardly ever out of ammo. It made sense in that world, that the plants would grow back rather than finding ammo packets on the ground!