While You Were Here by LDJam user 428140
A forgotten forest spirit stirs to life at the call of a young boy.
With only simple signals to guide it, solve small environmental puzzles together through a quiet forest.
Objective
Guide both the boy and the golem safely through the forest.
Note: If you get stuck, try restarting the level.

Controls
| Action | Keyboard | Controller |
|--------|----------|------------|
| Move | Arrow keys | Left stick / D-pad |
| Jump | Space | A |
| Signal | E | X |
| Restart | R | Y |
| Pause | Esc | Start |
| Fullscreen| F11 | |



Hotfix: * Fixed bug where the golem would become stuck in 3rd level * Fixed platform collisions * Fixed box soft locks
| Itch.io | https://jpatmakesgames.itch.io/while-you-were-here |
| Link | https://jpatmakesgames.itch.io/while-you-were-here |
| Original URL | https://ldjam.com/events/ludum-dare/59/while-you-were-here |
Ratings
| Overall | 56th | 3.845⭐ | 121🧑⚖️ |
| Fun | 93th | 3.558⭐ | 122🧑⚖️ |
| Innovation | 106th | 3.551⭐ | 120🧑⚖️ |
| Theme | 96th | 3.979⭐ | 121🧑⚖️ |
| Graphics | 39th | 4.13⭐ | 121🧑⚖️ |
| Mood | 22th | 4.136⭐ | 120🧑⚖️ |
| Given | 62🗳️ | 118🗨️ |

I think the golem could move a little faster overall and I don't really like that the signal can be blocked so easily made level 3 very frustrating...
Great job with the overall presentation I love the whistling!
The atmosphere, with the sound and the lighting really feels like an old dense forest.
The game mechanic was a very good take on the theme I think, and I liked the puzzles. I got stuck on level three unfortunately. I couldn't figure out how to solve it, even after many attempts. But I was sad to not be able to get further. I would be interested in knowing the solution and seeing the rest of the game.
The puzzles are rather good, doing a lot with only a few kinds of items. The last one stumped me for a while until I realized that the golem can walk through the wall, and that signalling while riding on him has its own effect.
There's a bit of glitchiness: you can get stuck in certain places, and in fullscreen I couldn't manage to restart the level without leaving fullscreen first. But nothing major.
I never did quite figure out the rule for when the golem comes when you call and when he ignores you. But it didn't get in the way too much.
Would have been nice if you'd had time to make the environment art as nice as the character art.
Really nice atmospheric game.
I fixed some of the glitches you mentioned so hopefully its not as bad / game-breaking.
When the golem ignores you they are sleeping :sleeping:
The third level became an exercise in frustration for me (even after your hotfix), taking around 15 minutes as every little thing went wrong (it is so easy to get stuck in that level if anything goes in the wrong place. It's hard to get the box from the 2nd platform onto the golem, and the last facepalm was that I went to the exit and the golem was slightly out of range so I was stuck on the right side). Is there a reason why the signal has a limited range at all? If I could signal from anywhere that would remove one source of frustration.
Anyway, a really classy entry. I'm glad I was able to finish it.
(Click on spoilers to reveal)
## Level 1
!> Move the box on the stone
## Level 2
!> The giant can carry the box
## Level 3
!> The giant can pass the green wall, if you signal while standing on him.
only a few problems, the first puzzle would be good with maybe a tutorial text in game to help understand the mechanics. it took me a while to work out to put the block on the podium and was not used to weight down the spike to stop it form coming up (this may have just been a me problem tho i'm not the smartest). and the hit detection for the platforms i fell thought on what looked like a solid part a few times
other than that very charming game ! amazing job
I'll echo others here on the platforms' hitboxes being somewhat unintuitive. Often I would fall through the edge of a platform to my death while trying to make a tricky jump or maneuver boxes around, and since this game is focused on the puzzles, not the platforming, having most of my deaths be because of the latter was frustrating. Probably, the platforms' hitboxes should extend all the way to the edge of their sprites. The spikes' hitboxes, on the other hand, are maybe a little too _big_; they could do with being shrunk a bit, I think, which would reduce friction on levels 2 and 3.


Aside from that, I liked the game. Even though it required so many attempts, I still finished it. The mechanics are clever and unique. Golem and main character are done well, I really liked character animations, his style. Such a cool guy - standing on the golem's head and pointing with a finger where to go.

Left you a rating :smile:
Charming space, the layers to the art really worked well to flesh out the visual vibe. I appreciated that you did not tutorialize or explain anything. I did not even have to read the controls list and I figured all keys out including R before you even offered the in-game hint about that (but that one hint was a good inclusion so folks didn't get stuck).
That choice let me explore and learn on my own, and for small jam games I really feel like you want to extract that extra value of the mystery.
I solved all the puzzles and got to the end. The first level with spikes was very nice. I tried some wrong solutions and then there was a nice progression from realizing "wait there's another direction I could be taking this... I wonder if..." and then experimenting and finding out yes it does work! Very cool.
Game was short but with the languid pace I felt like the runtime was just right. You fully explored the mechanics offered, and then you wrapped with a nice visual flourish. Just the right amount.
Well done!
Is it easy? Yes.
Is it short? Yes.
Would I like more stages? Yes.
But I agree with whoever said it's very cool and a great entry point for a game jam.
Congratulations!
It's a bit frustrating sometimes. The hitbox isn't that clear, which could create some tense moments. Also the whole "stand on the golem and use another call" thing was not really explained, which makes the last level very hard to comprehend
I like the birds in the forest singing! Did you record that somewhere nearby? We did that a few times in our jam entries
I didn't really understand the second level. I couldn't figure it out.
Also, pretty art. :heart:
I like that the game mechanic very directly ties into the emotions and storytelling, it makes for a good atmosphere.
Unless I missed something, I think it would be nice to nudge the player more towards discovering the other kind of whistle. Perhaps it could be possible to design a level which forces the discovery more. As an example, a level with no platforms and is simply a long row of spikes. The player would have little else to try except jumping on the golem and whistling, but could still discover it for themselves without actually being told.
On the other hand, the line-of-sight rule being telegraphed by particles traveling between the characters BUT being blocked by level geometry is FANTASTIC. That's one of the best elements of conveyance I've seen so far this LD, genuinely brilliant design.
Thanks for the game!
I felt confused at first. I don't know why, but I jumped on golem's head (it was asleep still) and tried giving it signals from there thinking it will carry me ^^' Then I went back to the page, reread everything again, tried giving signals from the side but he was still asleep. Only then I realized I have to come up to him and "Interact" with the E to wake him up :')
After that I tried completing the first level. Thought I am supposed to cover the spike with the crate, which again my bad I guess, it does maybe make more sense to put the crate on that stone circle. So I had to reload a few times ^^'
Here I have to note the letters are gorgeous, too. Very pretty!
I enjoyed the audio as well, very fresh and relaxing, gives you that feeling of being out in nature in a quiet forest... The sound of whistling is nice too :)
I did use a hint for the 3rd level. Was still adjusting to Commanding/Signaling mechanic too.
The ending was confusing? This black mass looked creepy... And then the golem just went to sleep :') I see it's a compo, and you did a LOT for a compo game. Probably couldn't fit a proper ending in the schedule. But I feel invested in the characters and their story now :)
Also wanted to say I like how there are three (?) different whistling sounds, I like the design of the boy (nice and colourful, and has character!) and the golem (very golem-y!) and overall atmosphere of the game. It felt relaxing and calming, even despite me failing the levels several times.
All in all, I think it's VERY impressive for a compo game and I loved it a lot!!
isn’t it every kid’s dream to have their own golem you can control with a whistle?...
feels like this idea could grow into a really nice small game. one thing that felt a bit off to me is that whistling stops the character’s movement. it feels like those two actions could work simultaneously without hurting the gameplay.
overall, a strong entry and a cool game!
I didn't have time to animate movement while whistling so I just stopped movement altogether :laughing:
The puzzle gameplay is fine, I like what you were going for but I think its just a little too slow...it gets tedious having to wait for the golem for so long, and the player doesn't particularly control well and feels too slow.
That being said, the whistling effects (and differing ones at that) are great, and the audio for gameplay-related events is also spot-on. Nice job all around its very impressive!
Last thing though - I noticed when going to your itch page that you don't have your source code linked. You need to upload your source code and link it here to your submission. Its part of the community aspect of the game jam for Compo games :smiley:
The puzzles were also really clever overall. My only problem was that at the last level, I did not know that line-of-sight was a game mechanic. I think we might have needed a couple more easier levels to get used to that interaction.
Other than that, really well done! This one I will remember for sure :)
My playthrough: https://youtu.be/GCp9W9iJtTA
I think where it ended was good. I would have loved to play more after some tightening up of the platforming, it was a little frustrating at times missing platforms and slipping off the golem.
I love the cute whistles and the sound of the giant’s footsteps. The art style complements the game perfectly
Looks like a megadrive game.
Really like the jump animation and the crickets, im gonna add more crickets to my games.