Far Fetched by johnfn
Everything (yes, everything) in this game was created from scratch in 72 hours for Ludum Dare 48.

8-year-old Olive and her beloved dog, Winston, have always been inseparable — until today, when Winston decided to wander into the woods on his own. Help Olive confront the wonders and terrors of the forest (and her own imagination) on her quest to reunite with her best friend!
Controls!
Move: WASD
Attack: Mouse
Our Team!
arch - programming
johnfn - programming
LunacyEcho - level design, story, sfx
fawnblue - art, design
taroth - programming
Miyolophone - music, sfx, musician wrangling
Special thanks to our additional performers:
Trombone: VocalOutburst
Violin: petet
Voices: Eli Wassertzug, Idrys, moon jelly, Vulkain, Will Stetson
Changelog - Fixed a variety of crashes - Fixed constant river audio - Switched renderers since some people couldn't load the GLES3 one
| Link | https://github.com/johnfn/ld48 |
| Link | https://taroth9.itch.io/far-fetched |
| Link | https://taroth9.itch.io/far-fetched |
| Original URL | https://ldjam.com/events/ludum-dare/48/far-fetched |
Ratings
| Overall | 59th | 4.245⭐ | 53🧑⚖️ |
| Fun | 176th | 3.97⭐ | 52🧑⚖️ |
| Innovation | 628th | 3.46⭐ | 52🧑⚖️ |
| Theme | 368th | 4.029⭐ | 53🧑⚖️ |
| Graphics | 105th | 4.461⭐ | 53🧑⚖️ |
| Audio | 8th | 4.53⭐ | 52🧑⚖️ |
| Humor | 262th | 3.633⭐ | 51🧑⚖️ |
| Mood | 119th | 4.24⭐ | 52🧑⚖️ |
| Given | 51🗳️ | 22🗨️ |
and _really_ cool music!
I agree that it was a little to easy at the beginning, but getting over the two rivers at the end was really hard for me (seems like there was a bug where I could not push rocks in certain ways, the dialog box also blocked my view) Took me forever to get across because of rock pushing bug.
But was really surprised by the Boss battle. I only had two hearts, was there a way to obtain more?
Nice Ending!!!! :smile_cat:
Not only are the levels a good length, but they keep introducing new mechanics. They show the mark of a true game designer.
The music is incredible. I don't know what your musician was on the last 72 hours but he was wildin' for real. VOCALS IN YOUR MAIN THEME? And your main theme sounds straight up pixar quality. And the rest of the music is all creative and just endless high quality.
Props to all your programming tricks as well. Making smooth expanding dialogue boxes (that move with the objects!) is NOT an easy task. The sheer amount of mechanics also in the game is incredible.
I just don't know HOW you did this. This is one of my favorite things played in recent memory. Not in a game jam. Just period.
Props to every single person on your team. The dialogue was funny. The art was cute. The programming was impressive. The music I wanna get on vinyl so make that happen. You're all incredible and I can't wait to see what more you do.
While the sound effects chosen were great, I wish the game made more use of them. It would have been nice to hear some dog sounds whenever encountering the dog, or textbox scroll sounds for the text. Just little sound effects here and there would have helped to bring a more immersive experience the same way that the lighting does.
I found the levels to be quite well designed, particularly the progression between action and puzzle. The rocks seems kind of hard to push at times, like it was super picky about the angle and you had to push so hard for the rocks to actually move. It complicates things when you have to do it while dodging bullets, but I did manage to get past it - still, the long winded backtracking with the river did feel extremely tedious when you can only push one rock at a time.
The narrative was witty and interesting for the most part. I love the boss text, in particular. Maybe I'm just a sucker for Dad level puns. :joy: I love that the game has checkpoints, but it would have been nice to restart the boss when the fight actually begins rather than at the cutscene text which tests my rapid clicking skills.
There are also some issues with the text cutscenes overlapping each other. I wasn't sure if it was intentional, but it didn't seem to lead to anything narrative wise, so I thought it'd be worth pointing out. Examples down below:


Overall, the game was engaging and dynamic. I think the music didn't quite gel together with the art and narrative, but I respect the direction it went in, especially with the addition of the vocals and performers. Very nice stuff.
The visuals are amazing! The idea of a children imagination and painting it with calk.. amazing! Learning the mechanics were well coordinated. Levels are great. Had a really hard time with the boss, just maybe I'm a noob. It just professional. period. You guys clearly know what you are doing.
And also the music.. I wanna download it and listen regularly. The overall theme, and style and music just compliments each other. Don't know what else to say. Cudos to every on the team. Perfectly done.
we're working on a v2, with some boss hitbox improvements and additional content, it'll probably be on my itch.io soon!
1. Audio has some weird static/overtuned sound to it (if it's something on my side, i'll change the rating)
2. When playing WebGL in a small window, the text bubble cover huge part of the screen. I died twice because of it.
Overall GJ guys
regarding the audio issue, we're aware of it! seems to be a browser-dependent thing, so it only happens in some browsers. we're going to push a fix for this soon!
thanks for the feedback on the text bubble clipping, looks like we should be able to fix this with some scaling.
This game was extremely adorable! The presentation of the game brought me here in the first place, but the imagination-theme of the game keep me hooked and extremely engaged. As mentioned by previous comments, the contrast between the clean artwork and the rough sketches really helps sell Olive's imagination! The game's writing is also super adorable, and Winston gets the star for being the best boi. :dog:
The polish of the game is also incredible! Like other people have mentioned, small touches like the vocals during goblin chase were really surprising and the music composition was extremely well put together! However, it did feel like some additional SFX when eating chocolate, the dog barking, or sounds when pushing the rocks would have been welcome adding though, as it felt a bit odd that those had no matching feedback to some of the other things (like the actions) had.
Level-design wise the game was also very good and I liked the inclusion of the shadows on the second chapter, which helped give the illusion that time had passed! I definitely would have loved to have seen a few more bullet-hell-like enemies though. I felt like the flowers added the most depth to the game, with you having to time movements and solve puzzles. Enemies of the second-level felt like they didn't have as much to them though. I don't know if the goblins in the coats or the frog people were supposed to be more active in damaging me, but they mostly felt just "there" and they were a breeze to get though. The boss was a really nice inclusion though!
I really wish there was a downloadable version of the game, since it feels like a native version would have allowed graphics to be even more crispier (namely the text-boxes). I also had some slight crunchiness with the audio that happened here and there and I feel they were also a result of web-limitations (doesn't impact your ratings whatsoever though!).
Overall, this is a really nice and chill game overall, even beyond jam standards. I hope to continue seeing even more from your team in the future, and I'm really glad I had the chance to play this. Thank you very much. Cheers! :whale:
There were a couple of spots where enemy hitboxes felt a little wonky, times where I felt I shouldn't have been hit or time when I should have hit the enemy but didn't. other than that, loved the entire game.
The music and sounds is really great and fit into the atmosphere really well and makes you feel like youre going on a grand adventure
Good job adding a main menu, sound options, and pause too, it feels like a pretty complete game!
Awesome game from a great team!
This was fun! The sword-swinging was enjoyable even despite it not actually being necessary for most of the game. The gameplay was simplistic but the graphics and sound made everything enjoyable despite that -- one of those instances where the whole better than the sum of the parts (to put it more negatively, the good parts cover up the mediocre ones?)
The slight jankiness of the text boxes and the blurry font rendering were a weird contrast with the rest of the game which looked and felt great. Something that could easily be improved, I'm sure.
The upbeat feel of the music and the nature of the gameplay (as well as the "spirits" theme) actually really made me wish that the gameplay here had a more energetic feel, something akin to Pocky and Rocky I feel like would have worked really nicely, but well, obviously that's not really a fair comparison given that you only had 72 hours after all.