Sleepie Cookie Eatie by fiaKaiera

Pal is dreaming... and they are hungry! Pal wants to eat down a treasure of cookies!!
This is literally the first time I did a full project on Godot. This is also the first time I participated in a jam! Hope y'all enjoy what we made! - fiaKaiera
:beginner: CONTROLS:
- Movement
- WASD / Arrow Keys: Move around
- Left Click: Grapple Ground
- Right Click: Grapple Item
:beginner: MECHANICS:
The Goal: Keep eating. Keep going down.
:bookmark: CREDITS:
- @fiaKaiera -- Team Leader, Art, Sound & Co-Programmer
- @MNChino -- Main Programmer
- @Deffynite -- Music
:speech_balloon: QUESTIONS:
- If you have any questions, feel free to ask from my twitter: @fiaKaiera
- You can also contact me or comment if there's bugs found here. I'll fix it as fast as possible.
:ballotboxwith_check: Changelog:
※ All changes during the compo will only be either bug fixes or accessibility patches of some sort to make it more accessible to everyone. No new feature will be added for this game for the rest of the compo.
APR 26 @ 9pm PST
- We did it.
APR 26 @ 10pm PST
- Godot's export was broken and we have to roll back engine versions.
- Difficulty should be fixed at this point.
APR 26 @ 11pm PST
- Fixed the awful volume slider (it was set to 0-100 than 0-1)
APR 27 @ 6am PST
- HTML5, Linux, and OS X is now available!
- Balance Changes going towards the player to prevent early frustrations
- Pal: Starting Power 2 -> 6, Item Collector hitbox is a bit bigger now
- Normal Cookies: Power 1 -> 2, Despawn 1.5s -> 2s
- Colored Cookies: Power 3 -> 4, Despawn 2.3s -> 3s, Spawn rate increased for later levels
- Heart Cookies:
- Heal 1 -> 2, Despawn 4s -> 6s, Spawn rate increased for later levels
- Scale x1 -> x1.3
- Bug fixes:
- Sounds are adjusted to be more audible (We didn't expect some sounds to be audible once we added the music in)
- Heart Cookies no longer phase through the wall when dug off the ground
- Icon is now fixed to display properly as an EXE
APR 27 @ 9am PST
- "Level 18" will never appear again... I think. (or anything past that for that matter...)
- There's no chance the cookie will fly off when you grab them with the spoon now!
- You won't get stuck when the stage scrolls up either!
APR 27 @ 10am PST
- You don't get twice the power when you grab using the spoon anymore (that bug came from last hour's build..)
APR 28 @ 6am PST
- There was an attempt to fix double and triple digs
- Player hitbox is adjusted to be 2 pixels smaller to prevent getting stuck depite our fix the last 2 patches... (and is now 2 pixels safer from getting hit from bad cookies!)
- Explosions are adjusted to change in pitch so it's not monotonous after a good while
APR 29 @ 1am PST
- Fixed music not looping somehow.. (It didn't commit the change, pals!)
- Typo fixed in page 7 of "How To Play" interstingly...
:speech_balloon: Feedback is always appreciated! We would love to know how far you got down!
Ratings
| Overall | 24th | 4.34⭐ | 49🧑⚖️ |
| Fun | 28th | 4.302⭐ | 50🧑⚖️ |
| Innovation | 149th | 4.01⭐ | 50🧑⚖️ |
| Theme | 51th | 4.396⭐ | 50🧑⚖️ |
| Graphics | 47th | 4.602⭐ | 51🧑⚖️ |
| Audio | 5th | 4.554⭐ | 48🧑⚖️ |
| Humor | 304th | 3.556⭐ | 47🧑⚖️ |
| Mood | 410th | 3.888⭐ | 51🧑⚖️ |
| Given | 27🗳️ | 50🗨️ |
10/10 would dream again!
I'm not sure if I missed something in the instructions, but I found myself spamming right click to collect all the cookie bits and some clicks didn't register. Maybe an option to hold down the button could be a bit better and more responsive.
I don't think we're able to add to holding the down button though... it's an entirely new mechanic we have to implement.
Sometimes it's a bit hard to avoid the lasers but I think it's because I didn't think too much before ramming the walls haha.
There's just a small bug that I found where Pal gets stuck on the edge of the level and I can't move or do anything. I didn't have any power left but I thought you could still destroy walls without it.

~~We're actually aware of that bug and are thinking of ways to solve that.~~ We fixed it!
First of all, I have to point out that the instructions screens are really well made. It's rare to see those kind of guides in jam games, and it's really nice that you put the effort to explain the mechanics step by step, contextualize them with story and illustrations, and present them in a pleasant way. A remarkable job!
And the game itself is really nice to play! The mechanic is fun, there's a lot of feedback making every action satisfying, and it has a really wonderful atmosphere thanks to its visual and audio design. Maybe the difficulty balance is a bit weird, it stayed easy a really long time, but then came a moment when I seemed to lose control of the situation. The hard mode is true to its name though! But I think the physics of the game, as playful as it is, also makes it hard to dodge with precision, so I mostly relied on luck. But that's fine too, the game was never frustrating even when I lost! It offered a really enjoyable time!
It's honestly surprising to hear about the instructions, since all of that was done in a span of an hour three hours before submission time! I guess my studies on conveying information helped! I'm really glad to hear about this~
We did have trouble about balancing the game and how it ramps up. Since the game has 18 layers of difficulty, (hard mode of course, being MAX all the time...) it's actually really hard to get time to test all of it and most of it was guessing. Also making it harder, we used an object pool with different spawn rates per level so we can't really test in such a short amount of time unless we somehow get lucky with extensive testing.
I think it does ease you in to being a lot more careful over time and not getting too reckless when digging down. In fact, Pal was a LOT more bouncier than this early on! The decision to half the horizontal speed when bouncing helped a lot in the experience of this game. We may adjust it soon to be a bit more controllable.
In fact, [someone did go all the way to 2000m like this](https://twitter.com/Xcyiterr/status/1387049766899515397), and it's pretty interesting!
Just as a small feedback, I think sometimes the camera should show a bit more of the upcoming terrain (I shoot blindly a few times hah).
While the bounce mechanic is very fun, the WASD controls felt very floaty. Like using them seemed like a waste for anything other than collecting items. The collecting item thing also felt like it wasn't always picking up things.
Is the game not suppose to proceed until a certain percentage of the bottom is cleared? In some situations it felt impossible to avoid the laser as the screen wouldn't continue down despite there being 1/3rd of the blocks cleared at the very bottom.
Other than those couple of issues, the game is well rounded. Great job!
I really liked the way cookies explode in spinning pieces.
[Ludum Dare 48 staff picks](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#sleepie-cookie-eatie) :slight_smile:
[](https://github.blog/2021-05-19-ludum-dare-48-staff-picks/#sleepie-cookie-eatie)
But thank you very much for the feature, me and the team are actually honored, excited and grateful to have the game be featured!! It was really cool for us to have this news at the time!