Panik's Trip by Teto
Tell me, where could be a lovelier place than the forest...?
INSTRUCTIONS
Survive your journey through the forest
Encounter different creatures
Find your way to the Bazaar
What could go wrong...
CONTROLS
Click to select a card Click again anywhere on screen to play the card
Right click to deselect card
STORY
You see the unmistakable smoke signal from the Bazaar in the distance
The journey is long and you'll need to gather resources to keep the hunger at bay and stay warm
Luckily, the forest is a simply lovely place to be!
Right...?
DEVELOPMENT
Code and foley by @ciaranw . Middle management by @teto . Art by @loafchan . Music by @daniel-teo .
Tenth game jam together for me (@teto) and @ciaranw ! First jam for @loafchan and @daniel-teo and first time ever we've had a dedicated artist in the team (and yet somehow the jame wasn't any more chill for me...). With the two halves of our team in time zones 9 hours apart, it made the workflow quite difficult having to go back and do corrections for work done 8 hours ago once someone wakes up and notices it needs to be done differently (such as scaling down water sparkles exported at full 4k!). However, our Aussie pals embraced the fully nocturnal life for the last 24hrs and it all really came together last minute.
As ever, we failed to go for a simple game with a small scope that we can really polish but ended up with a deckbuilder survival game with randomly generated environments and encounters instead... A lot of balancing a deckbuilder is playtesting and seeing what doesn't work but, in a game jam when we often don't get to play our game at all before the deadline, this wasn't possible. This was one of those games where we tried to throw all the content in that we'd thought of and hope it just fits together nicely enough. What first came out was so difficult it was almost unplayable but with a couple of minor tweaks, it became hard but not unbeatable.
We hope you enjoy the trip!
Tools
Engine: Godot
Graphics: Procreate
Music: Studio One
Foley: Audacity
Post release changelog:
- Reduce texture sizes
- Fix broken encounter
- Fix being able to play cards from discard pile (which would cause crash)
- Fix health/pathfinding pips from rendering incorrectly on reload
| Link | https://ciaranw.itch.io/paniks-trip |
| Link | https://github.com/CiaranWoodward/LD59/releases/download/jam-release-1/LD59.exe |
| Original URL | https://ldjam.com/events/ludum-dare/59/paniks-trip |
Ratings
| Overall | 155th | 3.963⭐ | 29🧑⚖️ |
| Fun | 169th | 3.778⭐ | 29🧑⚖️ |
| Innovation | 270th | 3.63⭐ | 29🧑⚖️ |
| Theme | 634th | 3.259⭐ | 29🧑⚖️ |
| Graphics | 176th | 4.222⭐ | 29🧑⚖️ |
| Audio | 63th | 4.154⭐ | 28🧑⚖️ |
| Humor | 368th | 2.891⭐ | 25🧑⚖️ |
| Mood | 44th | 4.352⭐ | 29🧑⚖️ |
| Given | 28🗳️ | 31🗨️ |
Aside from that issue, the overall atmosphere is really good.

I love the art, and the game feels really intuitive to pick up. The hunger and fire mechanics especially are things I didn’t need explained, they just made sense right away.
I also really liked the small touches you put into the deck. The way cards are drawn from the pile and all the little animations for discarding and reshuffling feel really good.
I did run into some issues that got in the way of the experience. The game crashed twice during my web play session, which prevented me from finishing it.
There were also a couple smaller issues. It seemed like I could play cards from the discard pile, which I imagine isn’t intended. I also ran into some visual glitches, like card text lingering briefly after the card disappears, and some odd text layering when transitioning to the second zone.
I really wish I could have finished the game! I really enjoyed what I played so far. It was fun to explore the mechanics of the game with the cards I was given!
Note: In the browser version, when I failed and restarted the game, there were still 5 travel icons (two were full) and I had no health. The travel cards also said they removed one health, but after using two of them, I still didn’t die (so either they removed health but I wasn’t shown my proper health, or they didn’t actually remove health). After refreshing the page, it fixed it.
I hope that maybe fixes a class of issues that was the cause of the problems. The text is a known issue that would be a lot of work to fix, and its also worth noting that some of the glitch effects (you might notice them on a new day, for instance) are intentional.
@cataclysmicknight Thanks for the feedback once more! It was really difficult to try and balance the game, and we're really interested to maybe try and spend some time to get closer to our vision for a post-jam version. The 'sane' state in particular (🤫) is really difficult to complete the game with unless you have certain items (the travel alternative), and there is definitely a lot of RNG which needs to be on your side in order to complete.
I've pushed a version with some bugfixes, bringing the total changelog to:
- Reduce texture sizes
- Fix broken encounter
- Fix being able to play cards from discard pile (which would cause crash)
- Fix health/pathfinding pips from rendering incorrectly on reload
I legit look forward to you working more on the game, and it's awesome you've already made some fixes!
Wow, this was really cool! Beautiful artwork and music! Great take on a deck building game. I did not find it easy and make it very far, but that's a good thing and I happily retried it! The sanity mechanic was a wonderful suprise. I am curious now what's more to come in later stages.
Kudos to the team. Beautiful aesthetics right from the start, and the twist in the middle genuinely caught me off guard.
Would be interesting if there were a few subtle hints/guides for when the player gets stuck. Also really curious how the card shuffling/adaptive system was handled. Made me want to try building a mini-version of something similar someday.
The way the props moved around felt very dreamlike too. Loved the humor in the quotes and the irony behind how situations unfolded from player choices. “Wish for fish” genuinely made me laugh 😄
The whole thing sparked ideas for me. Something like blending bits of The Witness with Balatro, where smaller signals/combinations build toward a larger final signal or state.
Feels like the game already has all the ingredients for even more layered audio and juicy shader effects too. Really cool entry.
I really did enjoy it while it lasted, and a few game overs (including force restarts) weren't too bad because it was fun enough that I wanted to try again and again. But I just have to move on to the next game now, sorry! If you can fix the issue, I'd love to come back and try again before the rating period ends, if I have time. I don't really have any useful debug info to offer unfortunately. I get the feeling I shouldn't be clicking stuff too quickly, but it's difficult not to when the campfire (and I!) is dying :p
Disregarding all that, the game looks and sounds really nice! Things moving in and out like in a pop-up book was very cool. Got caught off guard by the glitchiness the first time around, but it soon became clear that it was all part of it. I couldn't quite figure out whether insanity was good or not since a bunch of cards would increase it, but maybe it's a tradeoff.
The card system itself confused me at first. Maybe just a little bit more info in the description would've been good. I thought I was doing it wrong for minutes when I was just clicking cards and nothing seemed to be happening in the world behind them. Maybe the first event should occur sooner, or the first hand should force you to pick something with a special effect. But I understood eventually and after a few playthroughs I felt like I was good enough to start strategising etc. and it became a lot of fun!
Would be good, I think, if the fire paused when reading an event screen. I was in such a hurry to get back to the cards to add more wood before it burnt out that I often just skipped reading them and clicked whatever :')
The parallax when moving the mouse is neat but if you make this a full game I'd suggest making it at least something you can disable. It can induce a bit of motion sickness, especially when you're focussing on the cards and not the background moving behind it.
Just needs some bug fixing and I think this would be amazing! Like I said, I'll try to come back and finish it if I can. The core card game itself is great and the story is intriguing and I want to see it to the end! Really cool stuff.
I love that you loved "Wish for fish"! I think that's my favourite encounter and I was genuinely becoming so unhinged at that point in the jam having spent an hour despairing last minute that I suck at writing then just word spewing out of desperation xD
@mashedpotato haha, thanks!
@chuchugeralt Glad you liked it, yeah I agree the RNG can be very harsh (even for me)
@lloydlobo Thanks for the feedback! You ask how the card system was handled. With the disclaimer that this code isn't the most readable, and I inline-coded the animations, you can see the high level logic here:
https://github.com/CiaranWoodward/LD59/blob/master/Global/GameDriver.gd
And the more detailed card movement logic here:
https://github.com/CiaranWoodward/LD59/blob/master/Global/table.gd
Which drives the individual cards which are derived from this base_card class:
https://github.com/CiaranWoodward/LD59/blob/master/Cards/base_card.gd
And so adding each card is really simple like:
https://github.com/CiaranWoodward/LD59/blob/master/Cards/bow_card.gd
(with the description and properties set in the editor)
@ava-skoog Oh no, sorry to hear you hit bugs, I tried to recreate them by clicking like a madman, but haven't been able to unfortunately (although clicking end turn while cards are being handled does sometimes have a weird effect - maybe that's related). Thanks for the feedback and good point with the parallax. I would note that the fire only actually burns down when you press end turn - its not real time! So while an encounter is playing, or you are playing cards from your hand, there is no rush! It is really interesting to hear about how other people perceive the game mechanics that we take for granted as the designer. Thanks for playing :)
@zhangzhimu Thanks for playing - What kind of bugs did you hit? Was it similar to what Ava said, with not being able to draw cards?
@ben-delvin Wow, thanks for playing! Congrats on beating the game, I know that's a challenge even when you already know all of the mechanics (I've done it 3 or 4 times, but definitely can't win every time, and cheated by knowing how it works!). I hope you enjoyed learning about the mechanics and world :)
@CiaranW Appreciate you sharing the code references! The structure makes sense: GameDriver -> table -> base_card, with individual cards mostly just setting properties in the editor. Good to know.