Skrungle Rescue by dooskington
Oh no!
Your fellow Skrungles have been kidnapped and locked up in cages! Can you navigate the lair of the Giant and free them all?
NOTE: The background music doesn't seem to work always on the Ludum Dare site. If you want to play the web version, consider playing on itch.io which works fine.



Goal
Find the cages and free all the Skrungles. Be wary of pesky roaches!
Controls
WASD to move.
Space to jump & climb.
LMB to attack.
| Link | https://github.com/Dooskington/LD56-Skrungle-Rescue |
| Link | https://dooskington.itch.io/ld56-skrungle-rescue |
| Original URL | https://ldjam.com/events/ludum-dare/56/skrungle-rescue |
Ratings
| Overall | 184th | 3.466⭐ | 46🧑⚖️ |
| Fun | 228th | 3.151⭐ | 45🧑⚖️ |
| Innovation | 226th | 3.034⭐ | 46🧑⚖️ |
| Theme | 43th | 4.102⭐ | 46🧑⚖️ |
| Graphics | 134th | 3.67⭐ | 46🧑⚖️ |
| Audio | 186th | 3.091⭐ | 46🧑⚖️ |
| Humor | 112th | 3.314⭐ | 45🧑⚖️ |
| Mood | 141th | 3.455⭐ | 46🧑⚖️ |
| Given | 59🗳️ | 72🗨️ |
Well done! :) how did you embed the game into here?
Simple & cute game mechanic with seeking, but for dynamics i would recommend to speed up your main Skrungle.
- The attack... Is a block? It doesn't really make sense, but more than that, the way to use the attack seems to be attack an enemy, turn around so you don't get hit, and turn around and attack the enemy again? Because there's no knockback on your attack on an enemy, they just keep coming at you anyway, so the best way to deal with enemies is to just run away from them, which isn't so satisfying. You want to strike a difference between being able to push the enemy back and continue attacking, and not being able to do that trivially for all enemies in all situations all the time.
- The world is HUGE for your pitiful run speed. There shouldn't even be a run button - there's never a reason not to run.
- The little blobs are super cute for such a minimum modeling job, which is rad. I just wished they had more personality or mechanical significance, like they are your attacks, or they moved in a livelier way when they follow you (a bit of randomisation would go a long way in this case, and making them collide with one another)
- There were what sounded like a lot of low, crackling sounds, I wasn't sure if the audio effects were blown out or if they were just really odd bumps that were meant to be footsteps. In any case they sound like something was wrong.
Combat was little janky and honestly I feel the game could have been done without it as well and instead focus on just platforming and collecting.
Good job!
Managed to find all of the little skrungles, and it was fun to see them follow you around and do dumb things like falling off tables etc when walking on the edge.
Other than the slow-feeling movement, I also think that the camera is a bit restricted, as I wanted to look up but couldn't. The jump sound becomes quite harsh when you have a lot of skrungles following you, and the walking sounds were also a bit much. Also, while the music is quite nice, it doesn't really fit the game imo. It's great as menu music, though. Graphics wise, I like the room and it has everything you'd need, and it has some pretty nice details too. Some obvious placeholder texturing but that's fine, we all run out of time :')
Overall I enjoyed my playthrough even though it took me a moment to find that last prison box between the bed and the TV stand. Good job!

Loved their tiny little legs! I like how well this artstyle hides the simple textures and models. It actually reminded me of a very old game where you flew RC planes in the house, but I cannot find it now. Had quite a lot of fun looking for Skrungles, but the last cage took me a while to find. I have to admit, during tall falls, I was worried about the tiny things. They handled it like champs though!
I think that for this kind of game, it would be great to have sprint always on. Attack was quite inefficient, but I learned how to avoid cockroaches altogether, so, I figured it out. Well done, one of my favorite entries!
The little guys jumping was fun.
I feel like the audio was a bit rough - definitely had my dogs ears going crazy, and at times it was hard to break the doors of the cages (if you walk directly into a cage, you can't break the door, have to be a little bit behind).
Other than that man, the game was good! Climbing mecahnics felt nice too!
The sounds and idea are so cute (background music on itch is chillin).
The attacking mechanism could be more balanced, sure, but having the red box show where you attack was helpful :)
I identify with skrungles
The climbing mechanic was cool and watching your little guys follow you around while you try to keep them alive was funny and engaging, but yeah the whole game could have been scaled down just a bit.
I did manage to persevere and save all the Skrungles though

I am not a huge fan of games where you need to find hidden things. I actually prefer to have some kind of indicator to tell me where the next objective is and rather have to find my way around platforms to get there.
Anyhow, really well done given the time constraint. Oh! And did I mention that the music is dope? :smile:
As a fellow 3D game entrant, major props for all your...props! Love the Big Beer brand beer. :laughing:
Funny how you can kill your own skrungles though, right after you freed them :laughing:
As many others, I found the sprint mechanic annoying -- my pinky was certainly hurting from holding shift by the end. I also found the combat to be not worth engaging in -- too easy to take damage, when running away is just as easy.
I think one thing that would instantly make the combat work better is if WASD let you strafe, while your mouse position determined your facing direction. That way, you could face towards the enemies while backing up, which would make the combat more natural than: attack, turn around, run away, turn around, run forward, attack, and repeat.
One cool part of the map, to me, was the trash can. It restricted your vision more than any other part of the map, and also had somewhat restrictive geometry inside. It felt kind of scary going in there, which was cool.
I was completely unable to find the last cage between the bed and the TV stand until reading the comments here. The pixel filter made the cage completely blur into the background until being quite close to it, so I also couldn't spot it from a distance.
Overall, I would say good job making use of a bedroom as a game setting. It definitely felt good learning to navigate the space and to make use of the walls, and it was fun to see all the different recognizable everyday objects.