Untitled Frabjous Game by LDJam user 345969
Follow us on Twitter @FrabjousStudios to track our progress!
Day One Snapshots

The Team

Meet Frabjous Studios' team for Ludum Dare 53! 🚀
Alex Mills is a naturally caffeinated math and computer science nerd who started leading his first videogame project at the tender age of seventeen. Since then, he's acquired almost twelve years of software developer experience. A proud corporate dropout since founding Frabjous Studios, he is perpetually five years behind on pop culture. He loved the ending to HBO's Game of Thrones.
Gregg Rossetti is a composer, producer, and teacher who specializes in creating both classical and commercial music, as well as occasionally performing. His musical accomplishments include performances across the U.S. and Canada, several commercially-released albums, and hours of music for video games, web-comics, and films.
David "Pixelgazer" Colditz is a budding musician and synth nerd who enjoys whichever esoteric genre of music you've never heard of. He is also an avid appreciator of bread and considers himself an internet connoisseur.
Carlos "Elekkay" Lazo is a freelance artist from Peru who is constantly drawing something -- yes, even as you read this. He loves pizza in any shape and every species of rodent.
Manifesting to this Earth-dimension through a slippage in the primordial Nexus, Jaye Cline returns to us as a hopefully non-toxic, sentient oil with a fondness for pixels and sub-catarrachtactenated-filobian culture.
PinkVirus is a young independent artist and developer 🎨👩💻. They love exploring and experimenting with different forms of art, from illustration to animation. 🧐 They enjoy the freedom their work provides and are always looking for new ways to improve their skills and express their creativity. 🚀
Leot Goose was a traveling acrobatic juggling magician trained by a French mime. When he isn't working in marketing for Fortune 4 companies, he moonlights as a creative game developer. He is an experienced game consultant, and has assisted with the development of several indie games, books, and published TTRPG modules. Call him Mr. Goose.
CaptianSkilly is a young creative working in all of the fields involving music, visual art, and writing. He is trying to make his focus in life the mental health and well being of others, to help to change the world into a more loving and accepting place. He also really really likes taco bell, even after he swore to go organic.
| Source Code | https://github.com/Frabjous-Studios/ldjam-53 |
| https://twitter.com/FrabjousStudios | |
| Original URL | https://ldjam.com/events/ludum-dare/53/untitled-frabjous-game |
Ratings
| Given | 0🗳️ | 0🗨️ |
It would be great if the player can clicking to the same banknotes for gather it all before move it into the cell. And it needs more readable feedback from the client that a time is running.
Good luck!
Thanks for playing! Final submission will be ready here soon.
If you had fun you were doing it right! :wink:
@cinterre thanks for playing and for the kind words! That's excellent feedback. I had imagined that the player would explore this for themselves, but maybe some hints would be helpful. In any case it's good to hear you found this feature on your own!
I just accepted every deposit, the turned away everyone who wanted money. That's how banks work right?
I like the game a lot, a short writeup would be nice for it. Paper's please showed features slowly and guided you through stuff. I don't see what I need to do here clearly. I know you had way less time than paper's please so it's all good :D Very strong entry, good job! :)
> Papers Please showed features slowly and guided you through stuff. I don’t see what I need to do here clearly.
Excellent point! If we take this idea forward (and that's a very strong possibility) we'll be sure to put much more consideration towards teaching the player what to do. For the jam I thought it'd be interesting to see what comes out of it if we follow what big corporations sometimes do and just toss the player behind the customer service desk and let them figure it out.
I'm so glad that you got the reference that we were going for! Papers Please was our biggest influence for this title. Thanks so much for your kind words! :pray:
> Also the game crashed on me a few times, not sure why.
@hotaloca what platform are you running on and what part of the game were you in? If you get the chance, I'd love a bug report at https://github.com/Frabjous-Studios/ldjam-53. :pray: Thank you for your kind words!
I don't know if I ever understood the gameplay, and I was definitely doing it wrong the entire time.
I recorded my play session so I can provide extra feedback:
https://www.youtube.com/watch?v=u5GCvmNchxg
This exact game had been in my head for quite some time !
Plus character design is on point, real hero faces here.
Good job, really neat graphics too.
I tried to figure out what to do for a long time, I noticed the circle on the customer card but it did not seems to matter if i'm playing good for the bank or not. Also, I thought I could pass the card on a "reader" on the left. Spent some time on that too.
Other than that this game's a candy, sweet
This game looked like it could have interesting story, although there was... none? It's a shame, I'd love to vibe in this bank a little longer and maybe having some gameplay goal would make the experience a lot better. I'd also love to see how the consequences of player choices would play out but for now your game feels like a black box. Some dialogue lines are neat though!
Lastly, I have two little nitpicks: the font in dialogues uses anti-aliasing(?), so they look a little weird, and I also think that repeating sprite of the supervisor right after you finish the first conversation doesn't look good (given you made a lot of cool designs for this game!).
We also have each day locked in at 10 minutes of play time, when it needs to be closer to 6 minutes, based on the amount of content we have.
All of that means that there is much more of a story than players have been able to unlock so far -- we were able to include seven days of gameplay in the LDJam edition! Once the bugs and crashes are resolved that content should become accessible for all players.
The characters are quite unique.
I tried pressing the alarm buttons to cause chaos
this guy was pretty rude

#EDIT: https://github.com/Frabjous-Studios/ldjam-53/issues/14
I somehow got stuck at the start of day 2. My boss stands before me, but doesn't talk to me. But also doesn't leave :laughing: Awkward. I tried to ring the next customer bell, but that didn't make him leave either. :laughing:
@obe-dot Thank you for your kind words! The artists really did an amazing job in a brief time.
@blank-3d absolutely! The major thing this game is missing is a tutorial. Mr. Supervisor isn't very helpful, is he? :T
If either of you are able to run the game via cmd prompt -- it might show us logs during a crash, depending on the root cause.
Next jam we'll be sure to rebind it to Alt-Enter. :)

I didn't get why a sketchy robot was trying to give me all his cash, so I hit the panic buttons but nothing happened. I think it was just the money delivery?
Also, at the very beginning I didn't even understand how to have a conversation. I was pressing "NEXT" to advance the chat but my boss got upset with me for doing that!
So I like every aspect of the game that doesn't involve me being an idiot 🤦🏻♂️
PS: Tabletop Simulator has a great control scheme where you click-and-hold to drag things around, and if you right-click while holding something, you add one thing you're hovering over to your hand. It takes a minute to get used to but something like that could make this game quicker/smoother to handle.
Great entry!
My thoughts exactly! I had wanted to animate a little panel that would open up but decided that time during the Jam would be better spent on a day/night cycle (which works now! at least for me). Thanks for this feedback 🙏🏻
> I didn’t get why a sketchy robot was trying to give me all his cash, so I hit the panic buttons but nothing happened. I think it was just the money delivery?
Why on earth would you think your employer would give you panic buttons that actually work? :T
> It takes a minute to get used to but something like that could make this game quicker/smoother to handle.
Thanks for this idea! It's a great one. It could work great, but I guess I didn't think of it because I develop on a Macbook where I only use a trackpad (i.e. right-clicking is _hard_). I think for the commercial version we might have a 'trackpad mode' that enables something like the current Shift + Click system.
Thanks so much for playing and for providing excellent feedback! :pray: Keep being awesome!
You already know about the crashing but I thought it might be worth adding that every 1-3 seconds, the game consistently freezes for a good half to full second which makes it pretty hard to interact with.
Back to playing it though, once everything clicks, it worked so well. I like the day to day with the little conversations. The ability to mess with rude customers and the shift click system works great. It's pretty nice counting stuff out and making sure everything is correct! I didn't see a timer so I never felt rushed so it's a great game to relax to that I'd love to see you all keep working on!
> You already know about the crashing but I thought it might be worth adding that every 1-3 seconds, the game consistently freezes for a good half to full second which makes it pretty hard to interact with.
Damn, I really need to get a Windows machine that I can profile it on. Everything's so smooth on my MacBook. :T Thanks for the bug report! We'll look into it. 🙏
Thanks for playing! You might be interested to know that we're doing a Kickstarter! You can join the wait-list to get an email once we announce the campaign!
https://bankwave.frabjousstudios.com