BIG BAD WOLF by allinlabs
Update 08/31:
I updated a new version with tutorial levels, better score system, fixes and more. I will add more level in a few days. Check it out in the links below!
Gameplay:
You are the monster, the big bad wolf from the fable.
Blow the little pigs'houses and take their treasures,
but don't kill them!
Try to get the best score: the less bombs you use to complete a level, the better the treasure is! (there is 3 indicators at the bottom of the screen: "Gold", "Silver" and "Bronze")
Controls:
- Keep the right mouse button pressed to rotate around the scene
- Left mouse click to blow stuff up (the way you look at the wall will give the direction of the explosion)
- The longer you press the mouse, the larger the explosion (the game sometimes require to be gentle, and some other time give it all)
- Mouse scroll to zoom in and out
- Press the scroll wheel to move on the X and Z axis
- Next level
-
I updated a new version with tutorial levels, better score system, fixes and more. I will add more level in a few days. Check it out in the links below!
Gameplay:
You are the monster, the big bad wolf from the fable.
Blow the little pigs'houses and take their treasures,
but don't kill them!
Try to get the best score: the less bombs you use to complete a level, the better the treasure is! (there is 3 indicators at the bottom of the screen: "Gold", "Silver" and "Bronze")
Controls:
- Keep the right mouse button pressed to rotate around the scene
- Left mouse click to blow stuff up (the way you look at the wall will give the direction of the explosion)
- The longer you press the mouse, the larger the explosion (the game sometimes require to be gentle, and some other time give it all)
- Mouse scroll to zoom in and out
- Press the scroll wheel to move on the X and Z axis
-
-
Previous level
-
Credits:
Forest & Town Models by Kenney (http://kenney.nl)
Chest model by yughues (http://opengameart.org/users/yughues)
Pig model by flamegrilled (http://opengameart.org/users/flamegrilled)
Explosion sound by nenadsimic (http://opengameart.org/users/nenadsimic)
Title font by http://www.tattoowoo.com
Press coverage:
- @Jack_Septic_Eye https://www.youtube.com/watch?v=hhmhnj_VurU
- [French] Marginal Gamers by @At0mium_ https://www.youtube.com/watch?v=gQQkyYnrFvc (starts around 1:17:00)
- Alpha Beta Gamer http://www.alphabetagamer.com/big-bad-wolf-game-jam-build-download/
- Warp Door http://wip.warpdoor.com/2015/08/29/big-bad-wolf-julien-samama/
| Web & Downloads (new version) | http://allinlabs.itch.io/big-bad-wolf |
| Web (original version) | https://dl.dropboxusercontent.com/u/100579483/LD33/index.html |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=2908 |
Ratings
| Coolness | 75% | 2 |
| Overall(Jam) | 3.84 | 100 |
| Fun(Jam) | 4.06 | 24 |
| Humor(Jam) | 2.96 | 430 |
| Innovation(Jam) | 3.47 | 190 |
| Mood(Jam) | 3.22 | 452 |
| Theme(Jam) | 3.12 | 768 |
Interesting take on the Wolf tale too.
Again, the game's graphics and presentation are top notch. Great work!
Gold, bronze, silver ranks are cool and increases replayability, but you could have them more focused when the level is finished, like going up into center of screen, stars flashing.
I miss that juiciness when I solve the puzzle.
The physics and the levels are really well made
The gameplay itself was enjoyable though for some reason it didn't leave a huge impact on me. Something felt missing to me, or maybe my expectations were just off from what it actually was. The levels were structured in a way where most of the time I felt solutions were very easy to come up with. That feeling might also come from how little reinforcement there is on the rating system. It sits very quietly down at the bottom and I actually hadn't noticed it for a bit. In my head that sounds great, I generally dislike blatant "bing! bing! bing! you're a winner!" star systems in games. But I felt like something needed to be there to either encourage or enforce less sloppy methods to progressing through the game.
Certain levels I didn't care for, like the domino one and there's another called pitchfork that's similar in approach. They don't really allow for much creativity on the player's part because they very heavily imply the obvious solution.
The ones I enjoyed most balanced the "you can do this" hints with the structure and consequences for blowing up something that might have been vital for structural stability. The building in the screenshots with the very long beam is I think a good example. It has this obvious points that you're tempted to blow away, but doing so might cause you to fail later after you take out other chunks. There are many times (even in that example) where certain treasure can be collected by blowing away a wall that won't cause any overall structural consequences later.
It's kind of a strange thing because I know how much work this kind of thing takes, and that it's impressive how it was actually pulled off. Something about it just felt somewhat lackluster though. But maybe you're just unlucky and I played it while in the wrong mood ;) I do feel awfully nitpicky about it.
Anyway, fantastic job on the entry. It's very polished and you've done an excellent job putting it all together in such a short amount of time.
- Dylan
The scenario is a bit thin. I mean, we've got pigs in soon to be destroyed houses, but I'm not seeing much indication of the wolf.
Nice work! :)
Good replay value too!