Going Home by lb01

You're lost in the desert trying to find your way back home. The harsh heat and dryness means you lose water quickly. Drink from oases to replenish your stability and try to make it home without collapsing.
WASD to move
Shift to drink water / use item
Space to attack
| Source Code | https://github.com/blu25/Going-Home |
| Play and Download | https://liambrady.itch.io/going-home |
| Original URL | https://ldjam.com/events/ludum-dare/49/going-home |
Ratings
| Overall | 14th | 4.167⭐ | 32🧑⚖️ |
| Fun | 228th | 3.483⭐ | 32🧑⚖️ |
| Innovation | 50th | 4.05⭐ | 32🧑⚖️ |
| Theme | 438th | 2.983⭐ | 32🧑⚖️ |
| Graphics | 18th | 4.383⭐ | 32🧑⚖️ |
| Audio | 3th | 4.448⭐ | 31🧑⚖️ |
| Mood | 1th | 4.517⭐ | 32🧑⚖️ |
| Given | 31🗳️ | 38🗨️ |
Pros:
- Astounding use of graphics and audio. I have instant reminescence of the Journey and Abzu
- Clever use of 'enemies on a budget'. You know immediately who you're fighting with by looking at the footsteps. The rest is left to your imagination.
- You immediately know where to go, but the game still gives you a helping hand
- Good use of lock-on camera during fights
- Very good and subtle audio-ques
- The journey makes you feel 'accomplished'
Cons:
- Minor pathing bug I encountered, nothing major
- I just wish it was longer...
I've had a very relaxing journey. This game is a gem and a must-play. Great job!
Very original mechanics, I liked the footsteps.
- Is there ever a reason not to pick up an item? If they are uniformly good, why not just autopickup to remove an additional non required button press.
- The camera angle can be quite irritating. I assume it is by design (not to let us know what is ahead too far) but you can see that from fights anyway
- Some slopes are hard to identify as impassable, especially when combined with previous.
Those points are pretty minor... Outside that I cant say anything else.
Spectacular audio, lighting was great and nice use of styalised low poly models with the footsteps.
I rolled my eyes a bit when I saw there was an attack key but even the combat was done perfectly.
Sensational effort. Game of the compo for me so far.
The invisible character and enemy worked really well, fit with the atmosphere, and was a really smart time saver :P
The little jingle that played when an enemy came close, or when you drank water, were really good as well.
Amazing job! I really enjoyed playing this great atmospheric game :D
The game looks beautiful. It's a great example of what good lighting can do for you. Also, I think because of the way the map is shaped, it felt like the sun was quickly setting as I was moving towards the palace. That has given the game really great vibe.
I also loved the use of footprints instead of full models. It's simple and clean, different types of footprints allow for many types of enemies and give the imagination something to smile about.
Also, thanks for putting the first oasis so close to the starting point. Many games love to make the slow walk sections ridiculously overstretched. Here the one at the start is pretty short, but it gives the player a good idea of what will happen if they don't keep their stability at a good enough level.
Two things I found could be improved:
1. I think giving the player some camera control might be a good idea. I didn't get lost or stuck, but I did bump into walls a few times. The camera angle gives the game a kind of cinematic feeling, but I think allowing the player to at least rotate it to explore the world on their own would be good.
2. I found the darkest parts of the map a bit too dark. Perhaps an option to slightly modify the ambient lighting intensity could help with that.
All in all, it was a fun game for me to play. Well done!
I did not make it home, I wound up going off the map and viewing what I assume would have been the 'home' area through the back-faces of some geometry, however I couldn't get through because of invisible colliders.
As others have said the footprints are a great mechanic, aesthetically and functionally.
I think the theme is a little lost under the guise of a draining health pool. I did something similar one year when the theme was running out of power - just had a slowly draining health pool. To me the theme of this game felt more like being lost, and finding one's way, which is still a nice theme, just didn't give me 'unstable' vibes.
Still the game makes me wonder what you'd get when you mixed an atmospheric adventure game like Journey with something like a rogue-like with stats, enemies, weapons, and health... Very innovative on that front.
I really liked the idea of only seeing footprints. It makes the whole thing mysterious. I could imagin the idea to be pushed even further in a more complete game.
The piano is also very well put and adds a nice touch to the immersion.
The only downside experienced is that I would have wanted to be able to control where I look, with the mouse. I understand that its probably the point to not be able to choose where you watch, to make you feel the dizziness, thirst etc... But maybe that feeling could have still been translated into some twisted mouse control?
All in all this is an excellent compo entry. Amazing job!
A few minor nitpicks:
- I fell down the bank of the second pond once and couldn’t move any more.
- Having seen the screenshot of the game, I was pretty sure I was supposed to go up/forward, but since the game started out looking down from above with no hint at where to go, I decided to be one of *those* players and try exploring the other way. I got kind of far but there was nothing there and it was slow getting back on the right track. I would suggest either blocking off that direction or hiding a reward back there, maybe just a weapon upgrade or something. I’m *not* suggesting having the camera point forward from the start, because the landscape/palace reveal when the camera first tilts back at the oasis was breathtaking.
I was really pleased with the experience, the dynamic sounds whe you defeat an enemy or get an upgrade. Also, the core mechanic of the game works neatly.
My only complain is that the game is too short.
Aabsolutely impressed that you make this game by yourself in compo.
Outstanding job!
I specifically want to highlight how you introduce the mechanic at the start. Show the player what happens if they run low on water, give them water, let them see how they're now in a better state. It's brilliant! Seems simple, but so many games in jams have a hard time explaining their mechanics.
Tiny nitpicks:
I think the volume of the footstep sounds could have been turned down a bit, I felt it was quite overwhelming and made it harder to notice all the other beautiful sound design. I also think there is some quite noticeable looping cutoff or how to call it on the ambient background noise but that is also not important.
Overall, a short but sweet experience. Amazing job on the game!
On my first playthrough, I got stuck in the far side of the starting pool.
