Keep It Alive by danman9914

This is the most important haul of your life. You need to keep this heart alive and shuttle it from Vancouver to Tijuana. Keep that furnace alive as well; slowing down in these parts is perilous. May the llord be with you.
This game takes about 10-15 minutes to complete and has an ending. Hang in there!
Controls * Context sensitive W, A, S, D or Arrow Keys * Hold a key to speed up dialogue text
Tools Used * Unity * Surge Tween Library * Photoshop * LMMS * Audacity * bfxr
Credits * Font by Castpixel
| Youtube | https://github.com/DanielMullinsGames/LD46 |
| Youtube | https://dmullinsgames.itch.io/keep-it-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-it-alive-20 |
Ratings
| Overall | 1th | 4.534⭐ | 209🧑⚖️ |
| Fun | 20th | 4.212⭐ | 207🧑⚖️ |
| Innovation | 21th | 4.25⭐ | 208🧑⚖️ |
| Theme | 2th | 4.643⭐ | 208🧑⚖️ |
| Graphics | 8th | 4.534⭐ | 208🧑⚖️ |
| Audio | 24th | 4.119⭐ | 208🧑⚖️ |
| Humor | 240th | 3.38⭐ | 189🧑⚖️ |
| Mood | 4th | 4.485⭐ | 208🧑⚖️ |
| Given | 31🗳️ | 14🗨️ |
Style is reminiscent of all the recent gorefield stuff, really spot on excellent work.
I can echo everything above me. Just an awesome game all around, really unique and charming. I wish I had any real criticism.
Have to say though, that ending came out of no where. I loved it, but it came out of no where.
[some minor spoilers ahead]
Few minor nitpicks (mostly echoing what others have already mentioned:
- I found the text sound a bit grating
- I also thought the shoelace thing was a timing minigame
- I didn't appreciate the final scene the first time round because I was so stressed out that I might have to do some active-time-event type thing at any moment (played it through a second time though :) )
- Coal reserves were never really an issue
Super slick tutorial, very clear, got the point across, at the same time building the theme/world.
Great atmosphere and world building (amazing considering how short/simple the game is). What is HQ? what was that thing at the end? I want more!
I freaked out the first time I saw an enemy! I had quite a few moments of panic after tripping over my shoelaces!
Something about the tripping kind of reminded me of old NES games like duck hunt etc. Random cutesy things that happen to your innocent character (that add great game mechanics)
Thanks for a great game!
One little nitpick, in the first level I did not know what the gun was supposed to do or how it works (no enemies in lvl1), maybe it would be better to add gun in the second leve.
Still, great job at the game, enjoyed it.
Overall, amazing work in itself, but what's even more amazing is that you made this in 48 hours!
Hope yo'll work on developing a longer story, I can see the potential in this.
Feedback:
- I would add the ability to quit the game and change settings, as well as to load the game at the last "level" you've left off
Art and audio, and by extension, the atmosphere, were great, save for the lack of any music.
Shoe tying looked liked it was a timing thing, but I guess not? And I wasn't sure if after falling I'd have to press W to get back up. But for the most part the controls were intuitive, and the gameplay, while not much, was well made. The small story woven in there was nice as well.
And wow I almost got killed near the end but it was so good to play this game!
Congrats!
Also the mood of the game was on point.
I do agree with a couple of commenters that it did take me a train ride or two before I knew exactly what I was doing and how the effects were being delivered, but it's a minor criticism of a complete and rounded package.
Thanks for sharing and congratulations on your fantastic entry!
Thank you for creating
Everything is so clean, the art, the difficulty curve, the atmosphere, the sound design, the number of mechanics. I don't have words for that, and you were alone on that :o
Definitiley going to look for more from you, it was insane
- I, too, thought the shoe-tying was a timing minigame. I comprehend it's the same timing bar style as the overall progress bar between stations, but we see the shoelace bar before the overall bar, so with that one spike in the middle of the graphic it just looks like a timing minigame. I'd ditch the middle bit or use a different graphic entirely.
- The icon for coal is introduced, then you are told about coal conservation (which was never much of a problem). The icon for bullets is introduced... then you're told about a cell tower range. I thought the bullets were a weird wifi signal until I saw the gun and recognized I'd have to shoot things.
- Was originally very confused by the "llord" comments, but got a chuckle out of me for the reveal of the Queen. Not sure if it was meant to be found humorous, but it did amuse me.
Today, I spent some time playing it more critically-eyed. I worked really hard to get game-over screens. Here are my experiences:
- The beginning heart beeps would be an excellent time to introduce a temporary volume setting bar. The game's pretty loud, at least for me, so I had to turn my computer's volume down. Though, that tends to be true for most games for me. C'est la vie, I guess.
-- The heart beeps at the end seem to go away after a bit of staring at "THANKS FOR PLAYING", but the flat-line doesn't, which is kinda painful although appropriately thematic? Not sure if I like it or not. Hmm.
- I enjoy that it's difficult to lose on stage one. My boyfriend asked me for the link to the game while I was playing it, and somehow says he coasted the entire stage 1 without doing anything, though when I did the "do nothing" approach I ended up dying about halfway.
- The legs of the replacement heart's body are a nice touch.
- When you use the dead heart as coal, the spot where the heart used to be still bleeds when shot by the C H O P P E R S.
- When you don't use the heart as coal on the way to Pasadena, it still disappears from the final stage.
- When you do use the heart as coal, it still exists for the ending scene.
- I wish the ending scene would let me see the other frame of the shoveling animation before it cuts to black, it makes it feel like I didn't hit "d" or right arrow.
- I wish the ending screen had the 'w' to restart and 's' to quit options that the game over screen does.
- I gather everything on the main UI screen is an image except for the coal amount, because the amount of coal looks kinda weird on inclines/declines when everything else gets skewed a little. It's passable uphill, but looks a lot weirder going downhill.
I think that's all I can remember. I enjoyed trying to fail and seeing what happens. Amazing little game!
This was fantastic all around. Graphics and audio are on point. Gameplay was astonishingly intuitive and very fun.
Those damn shoelaces tripped me up more than once
The game feels very polished and in some moments you are push to the limit. That's great.
The graphics and the music are so good and fit well with the thematic. The game mechanics are simple and intuitive, I can play it for hours if the game was longer. The humor is perfect and tell a story to the player. Congratulations for such a excellent compo entry.
Like a modern Game & Watch game. With retro looks, but not that retro. :sweat_smile:
On a side note I had to look you up since I've enjoyed your past 2 game jam games. I love that you're an industry vet that takes game jams seriously and loves the community. It's great to see that because I find that a lot of people in the industry don't make time for indie efforts like this. I'll certainly be following you and am excited to see a full release of Sacrifices Must Be Made.
Also very neat graphics and very polished entry. Congrats man!
But this is just so well executed in the details. The air of mystery in the storytelling, the old man, his shoes, it all just works so well together. The sound effects are great, and fit with the chunky move system. The discrete nature of the state transitions in the shoveling made it feel more physical and satisfying, and the inclines were a great way to ratchet up the tension for brief bursts. The end had a sense of urgency and I saw I had to hit the button, so I only got a glimpse of the final scene, which was somehow fitting.
Very impressive entry, nice work.
While I'm not a big fan of high quality production, I can't deny that this game is good.
But I really loved it, everything is well made, sounds, visuals, gameplay, story!
GG! <3
I'd love to see you push this a little further post-LD. There are so many possibilities with player choice and story and progression and the like.
From the start, it is clear you have a very polished game. The tutorial is perfect, plus the story is simple yet engaging.
... and the mechanics, oh boy! it is incredibly well balanced and complex for such simple inputs.
The art is a plus, but nevertherless is also excellent.
Congratulations, you might have a winner here!
Looking forward to seeing it on the top of the charts :D
https://www.youtube.com/watch?v=R8TaNJDdrJQ
The game only played in Windowed mode, I would have liked a fullscreen option.
The game itself was very good. The controls were simple but intuitive so it worked out. Player animations were just as complicated as they needed to be. I won on my first time, but I have a feeling I barely did, so the challenge is there or at least the essence of it.
I didn't quite catch what I was saving in the end... some sort of llama king?
Anyway, good job.
Was seeing it a lot on Itch.io first page, liked the game, it fits right in the theme.
the difficuty is very balanced
The progressive difficulty was very challenging at the end, even if I managed to finish the game straight, I really thought I wouldn't make it with the 4th guy :grin:
Just an FYI: I didn't play this first time around, because it looked like it was Windows only. I'm sure more folks will get to enjoy it if you note support for macOS and Linux here :smiley:
