Tiny Adventure by Becher

| Itch | https://becher.itch.io/tiny-adventure |
| Link | https://github.com/mathieubecher/LD56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/tiny-adventure |
Ratings
| Overall | 76th | 3.821⭐ | 30🧑⚖️ |
| Fun | 83th | 3.714⭐ | 30🧑⚖️ |
| Innovation | 26th | 4.121⭐ | 31🧑⚖️ |
| Theme | 30th | 4.196⭐ | 30🧑⚖️ |
| Graphics | 36th | 4.25⭐ | 30🧑⚖️ |
| Humor | 57th | 3.673⭐ | 28🧑⚖️ |
| Mood | 88th | 3.696⭐ | 30🧑⚖️ |
| Given | 12🗳️ | 2🗨️ |
The controls aren't listed anywhere, so I had to experiment to figure them out. It was also awkward using the mouse button to swing the sword, since otherwise the mouse doesn't have any affect on the game.
Otherwise the rules were well telegraphed, and the character felt good to control. Was there gameplay you had in mind for the mini window other than just a visual thing?
I didn't really know where to put the attack button, since space was already taken, on another key it would have been hard to find without a guide. But i will try with Shift for roll and Space for attack, maybe it's better.
The mini window was here to fully embrace the pitch ha ha, and also a way to show as little information as possible, if it wasn't here, i should have placed life, key and money on screen as basic UI.
I'd love to have some music in there as well for the tiny people. Using a button to swing the sword or maybe having the character orient towards the click might make the combat more interactive
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Very Cool.

Great concept anyways!
I like those clasic zelda-ish things shrinked in this way, just funny and hahaha so funny, sad it dont come with sound effects, which will definitely make the joke epic level
The moment I realized I can just stand and spam clicks I stopped trying to avoid enemy attacks as they would not have a chance anyway. I have a feeling this game is not that centered about the combat as it looks more like a performance than a mechanical game, but nonetheless, the combat is one of the most used mechanic here. A simple 0.5s or so cooldown would make the player motivated to run away from the mob or even roll/dodge (especially since you already implemented it, it's well animated!)
I was feeling like a man from a meme "too small, can't read" xD

I'm not covinced that a cooldown should be a good idea, i love 2D zelda of this style and they don't have one, this is the divesity of mob and their number that make the interest. I admit that with groups of 3 same mobs, it's less interesting ha ha.
But if I add one, it will certainly not during 0.5s :D too long for the rythm I guess.
Good job!
Also I'm not sure about the use of the black box around the character instead of having the UI full screen. I assumed it's a style choice. But it is an interesting effect.
I really hope you keep working on it, by adding more content and by adding some sounds maybe?
Also, maybe this is a bad idea, but wouldn't be better if the area outside of the windows was less visible? Not totally dark, but maybe slightly darker? It would emphasize the "tiny windows onto a big world" idea IMHO.
A very unique entry, congrats!
Yes i'm thinking about what to do with the outside, it will give more importance of the window as you said.
For sound, I won't do it, I don't like to deal with the sound on my project, but I will find someone to do it one day :wink:
Yes i was wondering if i can use the small window in game mechanics, there is something to try.
About the browser window, I hadn't considered it, good idea