resown by LDJam user 97711

# -- Link to Game --
a mysterious force of nature breathes life into two fallen travelers in an effort to bring her flowers back home
Controls
Brother + Left Analog Stick to Move + L1 to jump + L2 to grab
Sister + Right Analog Stick to Move + R1 to jump + R2 to grab
This game was not tested on keyboard, so I recommend you play with modern gaming controller. I developed this game using a PS5 controller.
This is my first solo-jam experience, using an engine I built on top of LOVE2D. Other than the boiler plate code for the engine, everything was made during the jam. Definitely an intense but rewarding experience.


OST https://www.youtube.com/watch?v=kHTDFbXhU7s
Tools Used
- LOVE2D
- VSCode
- Ogmo Editor 3
- FMOD
- Logic Studio
- Aseprite
| Link | https://beefyuncle.itch.io/resown |
| Link | https://beefyuncle.itch.io/resown |
| Original URL | https://ldjam.com/events/ludum-dare/55/resown |
Ratings
| Overall | 12th | 4.419⭐ | 39🧑⚖️ |
| Fun | 28th | 4.284⭐ | 39🧑⚖️ |
| Innovation | 56th | 4.135⭐ | 39🧑⚖️ |
| Theme | 995th | 3.081⭐ | 39🧑⚖️ |
| Graphics | 118th | 4.408⭐ | 40🧑⚖️ |
| Audio | 20th | 4.355⭐ | 40🧑⚖️ |
| Mood | 11th | 4.513⭐ | 40🧑⚖️ |
| Given | 26🗳️ | 48🗨️ |
The controls were tying my brain into a pretzel, although very well put together and fun game!
Other thoughts:
It was tricky when the two characters switched sides (so that Left-controlled player was on the right side of screen and right-controlled player was on the left). My brain is not built for that!! hahah... but it makes me wonder... What about a puzzle component with a reflection, where you have to coordinate with a mirror, or puddle...
One character can climb on the other, and can jump on the other, but then the character who is being climbed on or jumped on cannot carry the first character. Was that just the result of the physics template you were working with, or a deliberate design decision (maybe you thought it would be cheating to have characters carrying each other?)
Great work! My one small criticism (but you should not care, because this is a great game!) is that it doesn't really seem to reflect the summoning theme ... or at least I'm not making the connection.
The footstep sounds are very satisfying. I'm not 100% positive, but they sound very slightly different in pitch which is a great detail -- or am I imagining that?
the left-right switch up definitely adds a level of challenge and is worth exploring solutions for. If anything, perhaps an accessibility option that shows a little R or L icon above each character for further distinction. Will think more about that.
the characters climbing each other is a feature i'd love to implement, and probably would have caught if I had time for playtesting -- but its definitely something that should be added. I had a couple hours before submission to consider adding it but it felt too risky given potential unforeseen consequences on level design, so I decided not to. But it's absolutely possible and I might continue working on this project to add it -- it would probably be a really fun feature.
re: summoning theme. you're right, it's not super clear. my general abstract idea was that these two characters were being brought back to life, (aka 'summoned') by a force of nature that was compelling them to the cliffside with the huge plant, which is why they sink into the ground and turn into flowers at the end. but summoning was certainly not a focus in the gameplay :D
and finally, yes the sounds of the player movements are pitched slightly higher for one of the players, great catch and i'm stoked you noticed that. originally I went for chiptune sfx, but that turned out to be super grating, so it gave me an opportunity to do a little light-foley work and record my fingers tapping against the back of my hand.
thank you again for the detailed critique, super appreciated and thank you for playing!
```
Error
src/lib/calc.lua:15: attempt to perform arithmetic on local 'n' (a nil value)
Traceback
[love "callbacks.lua"]:228: in function 'handler'
src/lib/calc.lua:15: in function 'round'
src/game/systems/inputSystem.lua:119: in function 'callback'
src/lib/concord/world.lua:315: in function 'emit'
src/game/scenes/levelset.lua:59: in function 'update'
main.lua:29: in function 'update'
main.lua:168: in function <main.lua:149>
[C]: in function 'xpcall'
```
i had one issue with it booting to a black screen the first time i played, but a restart fixed it and i didn't notice any other bugs.
As for the other crashes -- a bit concerning to see but I can't seem to replicate crashes locally on my windows or mac machines. I'll try and test on other machines that friends have and see if I can replicate any of the crash problems. Appreciate the feedback!
The game might not align quite well with the theme, but I think it has the potential for more extensions and depth, maybe more puzzle-solving and a flowing storyline. This surely can evolve into an intriguing, delicate experience, if the author wills. Yet it's impressive how a solo jammer has managed to deliver such a polished final product. Kudos!
I'm using a keyboard so I had a hard time when I started playing this game. But I managed to get used to it. The level design is solid and it provides a smoothing learning curve.
The game crashed once but it was somehow fixed after I restarted the game. I'm sure this small bug won't hurt the quality of the entire game.
The concept is just beautiful, as well as the graphics and soundtrack. I LOVE the idea of summoning in the natural lifecycle. It is also thought-provoking in addition to its authentic value.
Incredibly impressive for a solo-jam entry. Well done!
I loved this game from the beginning, great atmosphere, music, cute graphics, animations (love the wall hugs)
I didn't have a controller but playing with keyboard was actually quite fun as well... its a bit like playing piano, pushes your dexterity! After a while I really got the hang of it; and even when failing it feels very fair and not frustrating.
I wonder how the experience on a game pad would be, definitely have to try that out in the future. Also, I'll try two player local coop with a friend! Probably much less challenging then but could be fun!
I found it is possible for both players to climb each other to infinity, but not easy to pull off. Maybe there could be something interesting here..
My only complaint is that my only reward for getting up here (up and to the left of the initial spawn):
Was this wonderful (if unsurprising) message when I ran off to the left =):
```
Error
src/game/entities/player.lua:88: attempt to index field 'collider' (a nil value)
Traceback
[love "callbacks.lua"]:228: in function 'handler'
src/game/entities/player.lua:88: in function 'onCollide'
src/game/systems/movementSystem.lua:152: in function 'hasCollided'
src/game/systems/movementSystem.lua:112: in function 'moveExactX'
src/game/systems/movementSystem.lua:34: in function 'moveX'
src/game/systems/movementSystem.lua:23: in function 'callback'
src/lib/concord/world.lua:315: in function 'emit'
src/game/scenes/levelset.lua:59: in function 'update'
main.lua:29: in function 'update'
main.lua:168: in function <main.lua:149>
[C]: in function 'xpcall'
```