Going Home by lb01

[raw]
made by lb01 for Ludum Dare 49 (COMPO)

shot0.jpg

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

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🗨️

Feedback

caiustsm
04. Oct 2021 · 01:47 UTC
Pretty neat idea, would have preferred camera control as I would often bump into things when my camera was locked on to an enemy, when running away from an enemy to get water.
MikoziQ
04. Oct 2021 · 01:50 UTC
I have found my way home.

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!
tinykidtoo
04. Oct 2021 · 01:52 UTC
Had some issues locating where to go next. I did manage to get to the end after ignoring the first weapon upgrade on the left. Too many enemies. I love the piano as the enemies approach and the final chord stuck as they are defeated. Really cool use of tension and release. Also, I love the graphics, wish I could see more of the castle as it was a really cool icon to work towards.
minidavid
04. Oct 2021 · 02:01 UTC
huh, terrific. I love the idea. The art, the imaginative invisible person and the music. Really solid
JaviCoder
04. Oct 2021 · 03:13 UTC
wow I loved it !. This game is beautiful! nice lowpoly style, good lighting and color scheme.
Very original mechanics, I liked the footsteps.
MickM
04. Oct 2021 · 04:01 UTC
A few points:
- 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.
Wuppos
04. Oct 2021 · 10:00 UTC
I loved this so much! Amazing job, especially in only 48 hours! The first camera shot was a bit confusing as I did not really know what was happening, but as soon as you drank water and the view became clear I understood. The first shot after drinking water is also beautiful, with the sun behind a palace in the distance. It is immediately clear where you want/need to go.
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
LCStark
04. Oct 2021 · 10:59 UTC
I got back home! ;)

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!
Michael Feldman
04. Oct 2021 · 13:19 UTC
At first I tried playing in browser and thought it was broken because my mouse wouldn't move the camera. I guess this is just an assumption I have come to learn with first person perspective games.

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.
DzejPi
04. Oct 2021 · 13:35 UTC
I made it home and loved every second of it. I love the clever way of using player and enemy assets. I am really into these sort of things. The game looks fantastic and like someone above mentioned, slightly reminded me of Journey. The camera was great as well. Lock-on on the enemies was clever, worked well and when there were no enemies around, it naturally led me to the right direction. What a beautiful and well made entry. I am impressed!
shp
04. Oct 2021 · 19:00 UTC
Beautiful little game, well done! the choice of making characters and combat only appear with the footsteps and effects is genius!
Kora0h
05. Oct 2021 · 00:17 UTC
I like the idea of footprint represents everything and the mood overall,combat system and sound effect are cool.The camera made me lost at the edge of the map and stuck. This game has potential.
Pixelydian
06. Oct 2021 · 01:30 UTC
This is really neat! Visually I love the footsteps, and combined with the music this had a great look and feel. I was a little confused by the camera seemingly following the enemies? Not sure if that was part of the "unstable" element but I definitely felt lost in the desert. :) Overall beautiful game with unique gameplay!
cottonfloweryellow
06. Oct 2021 · 03:00 UTC
Really cool game with neat music and sound effects. Easy to get into and has a good way of telling the player about the danger nearby. Nice one!
Proxy-Games
06. Oct 2021 · 03:00 UTC
This is such a charming game. I love the idea of using just footsteps for the main character and the enemies, and the low poly art style and adaptive piano music work together harmoniously. I also love the detail that the character specifically starts close to death and has to walk to water, cleverly and subtly introducing two mechanics to the player. I also love how the camera proceeds to orient upwards and show the player on the cliff, with the playarea being shown in the distance. It feels a lot like BotW with the plateau view. The only issue I had was the lack of control over the camera, as it made it hard to view my surroundings, and that could easily get changed. Overall, beautiful work on the game jam.
rdcooper
06. Oct 2021 · 03:08 UTC
Wow! This is a really immersive game for a game jam. Is the music procedural? It adds a lot of depth of emotion to the experience.
GodDoesPlayDice
06. Oct 2021 · 09:08 UTC
This is very cool! I have never seen such a mechanic before, when you see only traces of the character and enemies. It is interesting. I think you should continue to develop this concept.
aplegatt
07. Oct 2021 · 08:31 UTC
Very interesting concept, nice visual style and sound design, fun to play, too :)
peterfiftyfour
07. Oct 2021 · 12:33 UTC
I'm wondering who's giant human-like footsteps those were :o Did I just kill a guy??
jeremyfa
07. Oct 2021 · 22:17 UTC
Wow, this is a nice one!

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!
DaleP
08. Oct 2021 · 00:39 UTC
This is definitely one of the best entries I’ve seen, and it’s from the compo! The minimalist style did a great job of encouraging the player to fill in the gaps with their imagination and also added a sense of mystery (oh, a fire! Wait, are those human footprints? Who are they? Oh, they’re attacking me, fine, I’ll defend myself. Wait… did they think I was coming to steal from them? Was I the aggressor there?) The lighting was stunning, and set the mood perfectly.

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.
BevP
08. Oct 2021 · 04:46 UTC
This is a beautiful and immersive game. I thought the sound and music were excellent and added to the feel. The lighting is spectacular. It seemed like the sun was setting quickly and I needed to hurry and reach home. Thank you!
lesinvisible
08. Oct 2021 · 13:04 UTC
I liked the overall concept and these visuals are terrific, the landscapes are very immersive.
Derek Volker
08. Oct 2021 · 19:22 UTC
Wow, the aesthetics are astonishing!

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!
mhorth
09. Oct 2021 · 23:31 UTC
+1 to all the comments about about how great this game is, really really good 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.
Tygrak
16. Oct 2021 · 13:36 UTC
Beautiful game. The visuals are very very pretty, the low poly models, the lighting and the cool particle effects. It all works really well. Making a compo 3d game is also really hard! Having the player and enemies be invisible and only leave steps behind them is a very smart choice for a jam game. The piano music stings are also nice.

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!
coolestdoggie
16. Oct 2021 · 14:58 UTC
Oh my gosh! I'm obsessed with the graphics and atmosphere! Idea with footsteps is adorable! It isn't relevant for theme "Unstable" for me. But I love it so much! Thanks!
UkuleleFury
21. Oct 2021 · 15:54 UTC
Wow, what a beautiful game! The atmosphere is truly incredible. I love the art style. The world is amazing to explore. The musical moments are gorgeous. I love the simple footprints-as-characters. Very beautiful game. Give me more!!!

On my first playthrough, I got stuck in the far side of the starting pool.

![Screenshot 2021-10-21 084558.png](///raw/2de/12/z/484f0.png)
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