FoonLudum Dare ExplorerLD56 → The Princess Ant and the Escape from Terrarium

The Princess Ant and the Escape from Terrarium

By tomssuli, Unbugged, kakka22, Mayu, tuulosss, duckman, SilentLegion, Turgunen, Dasnukki, A4po, Salvation, Nani, Ivapeppa and Bigstrongddoge

View on ldjam.com

CategoryRankScoreCount
Overall8593.2043
Fun7813.1243
Innovation9292.7343
Theme4883.7443
Graphics8573.0343
Audio5673.0343
Humor5113.1041
Mood8693.1041

Comments

neoleg 2024-10-08 09:12

Entire platformer with a plot in 3 days is a good sign. Good gameplay, but a little strange jumps and not very pleasant sound effects. Also, game has a pause menu, but don't have a restart.

krit1k 2024-10-08 09:13

Good job! I like sounds and killing intruders is so satisfying

kotolazer 2024-10-08 09:22

It took me 10 minutes to realize why my character wasn't jumping. But I guess it's described in the starting dialog, and I didn't read it. I enjoyed this game. There are a few visual and sound bugs, but our game sins with that too. You've got a cool platformer reminiscent of Mario games. When I figured out the mechanics of jumping, I had a nice time in this game :)

P.s I was surprised by the number of participants in this project!

lgk-productions 2024-10-08 09:24

Very charming dialogue and very satisfying crunch on killing enemies. It would be nice to respawn upon dying though (or maybe im just bad... :) )

reecemungus 2024-10-08 09:27

I liked reading the dialogue, there was some really nice worldbuilding to investigate. Nice work!

neandi 2024-10-08 09:27

I can't seem to get very far. An indication of how much health I have and a way to regenerate some would be nice. I think the "main menu" button from the pause menu doesn't work in the browser. So I can't restart the game.

hlebnay-kroshka 2024-10-08 10:13

COOL game. I enjoy dinamic gaymplay!!! Great job

tomssuli 2024-10-08 12:03

Here's the map if it helps you... You start from the lower right corner.

We meant to put a minimap in the game but ran out of time. map.png

firefalls 2024-10-09 16:04

I really liked the story elements to the game!

firuti 2024-10-10 13:11

great work! a little too much dialogue in the beginning (maybe 2-3x longer than i thought), maybe can be sprinkled in b/c i wanted to start running around immediately. i was gonna suggest remapping jump so you didn't have to use the same hand as movement but then i realized i'm dumb and there are 2 shift buttons so that was already done. i actually really liked the bite range/animation (having true melee range in this game would be rough)

i somehow am not sure if i unlocked shoot or not, in the tutorial it said i absorbed an ability but then being the dumb gamer i am wasn't sure what ability and didn't know until i read more that it was ctrl

well done team!

enad96 2024-10-10 13:12

Wow, you really had the whole squad working on this game and it shows! Love the voice acting haha

lumbra 2024-10-10 18:56

loved the lil story it had going on, art is simple yet charming and fun mechanics! good job everyone

brainles-etertainment 2024-10-10 19:10

Ay!

nikolas-van-rus 2024-10-10 23:53

It was fun to play, keep up the good work!

conor-wilson 2024-10-11 14:17

Loved the redbull joke ;)

mackain 2024-10-11 21:10

I think I found a strange bug where the game freezes if you change tabs but other than that nice game :)

fork-on-the-table-studios 2024-10-11 21:11

I alwas loved any ant game :)

tommy 2024-10-13 10:45

Nice little game, that could be improved in a couple of ways if you want to get back to it:

* jump feels a little bit linear, characters do not seem to fall attracted by gravity (you may want to try Godot's CharacterBody2D node) * the byte attack is really difficult to use when the enemy is at a different height, which happens quite often, or when it's too close * on my end (possibly due to my quite old GPU) rendering was a bit laggy, maybe you can have a look at the profiler and see if there's any easy target for optimizations

bjornstenlund 2024-10-13 11:42

Good job! I played the html version even though you warned me, so it was a lil bit hard with some bugs, but I'll skip those part since you're probably aware :)

Great with a metroidvania, its easy to understand and I knew somewhat what to expect and how to play right a away. Quite ambition scope though :P I think you explained the controls well once they came, instead of a info dump in the beginning which is really nice. I think it is unappreciated in game jam games to say "press enter to continue" (when you playing multiple games in a row, some with quite wacky controls, it gets annoying trying to figure out what to press). I'm really glad I didn't need to search for shift to attack.

I think the map was to big for the camera perspective. Not the map of the world, but of the channels. When I see the rooms sprawl into multiple directed I unconsciously try to create a mind map, but here I felt like there always was more direction, which gave me overload. And after a while I stopped caring and just kept jumping upwards.

I think the mushrooms were pretty distracting, I tried to figure out what they did. Obviously it's nice with some environment art, but they looked like pickups. Maybe if you made them a lot bigger (like x5) I wouldn't have thought that. The DNA was cool, but it took some time for me to figure out that they added to the values in the top bar and different enemies DNA went into different abilities. I think the DNA pickups could have indicated that as well. I think also current life blended together with abilities.

Life pickups would have been a nice enemy drop, but if the checkpoint system works maybe it isn't as much of an issue. But I actually think that it almost makes a better game jam game when you try to balance the game that you play it through the whole game without dying and saving time to having to hassle with a checkpoint system.

All that said, cool game! antgame.png

renier 2024-10-15 15:22

nicely done! really liked the dialogue and gameplay :D

jajo 2024-10-19 14:10

Gosh ants really are perfect for this theme. Platforming mechanics were well implemented, though I think the collison with the enemies could have had a bit more feedback.

honey-pony 2024-10-19 21:44

Unfortunately this game was a bit laggy on my computer so it was somewhat annoying to play. :sweat_smile: Still, I managed to beat the boss (in the post-jam version), so I guess I was able to get through the game.

I think the combat has some fun mechanics and some frustrating ones. It was very satisfying to land a midair chomp on various enemies. However, as I continued to play through, I found that I kept getting hit by enemies and being unable to retaliate--because retaliating requires backing up, then turning around (without moving forward!) and then finally attacking.

Ultimately my strategy was to primarily ignore all the enemies once I got the flying ability. I did decide to go back and get the shoot ability after finding the boss fight. I never managed to get the dash ability though.

It was quite nice to be able to prioritize upgrades like that. I figured that flying would be the most useful ability, based only on seeing the flying ants, and I was absolutely right, and then of course I made the choice to go get the shooting upgrade. I feel like this idea could even be expanded on more... having the ability to explore the map, locate goals, and then work backwards to earn upgrades was a satisfying little bit of gameplay.

I'm also glad that the boss did not require all the upgrades to beat it. In fact I imagine it's possible to win just with jumping and the normal attack, although it might be a bit tricky.

I think that a terrarium is a fun setting for a game, although perhaps I should rethink that after getting to the ending. :smile: Definitely a lot of room for interesting storytelling, and I think there was a bit of that, especially in the exposition at the beginning.

roka-josh 2024-10-22 20:25

I did have a few issues with things loading in but outside of that great game. Really cool idea and generally well executed though a few tweaks with sound and music would be good. Really well executed though and would love to see it be developed fully with more polish. Great job!

johnbrynte 2024-10-24 12:35

I love me some metroidvania entries! After fighting off some Windows "shift" dialogs I ventured through the tunnels. I liked the one hit kill, it really worked well with the fast jump that sent you flying and making everything a bit harder to control. The DNA and mushrooms went over my head unfortunately. But I really liked the rather extensive lore and how it tied in with the upgrades! Great job! :ant:

tomssuli 2024-10-26 19:27

@bjornstenlund

Thank you so much for constructive feedback complete with picture to show it! I actually implemented some of your suggestions to the post jam version and I'm going to implelent event more just for the practice. It was our first time with godot so it took much of time and effort to get stuff working and some things we didn't have time to figure out in the 72 hours.

For the mushrooms, it was actually meant to be used differently making them to puff poisonous spores in the air but that content was cut out and our level designer decided to use them as decorations.

About the perspective, we were going to make a minimap but it didn't make in the game in time.

Nice of you appreciating the tutorial as in keys told in the chat windows. I actually planned to add the relevant keys hints to stay on the screen after the chat window closed but alas the time limit cut that off too.

@honey-pony

Thanks for the thorough review. Lovely to hear from you again :) ...I noticed myself that it was hard to sometimes hit the enemies, but it was too late to fix it and I haven't yet invented a balanced fix for it in post-jam version.

We built the map around the idea that the upgrades are optional so you could try different ways to speedrun the game, but in the end didn't have time to make the score posting component. We couldn't just copy it from previous games anymore because this was the first time we used godot so every mechanic I had previously made had to be built from ground up again in a whole new logic.

Nice that you see potential for a bigger adventure... Actually in our mindstorming session we went crazy and planned three levels, (getting in the house and then outdoors) with different hazards before we put a stop to it and downscoped with a hard hand

Next time we are more familiar with godot and I - at least - am stoked to try creating loads of things with it!