Naughty Gnomes by gurkenlabs

DESCRIPTION:
Naughty Gnomes is a 2D Puzzle game made with the LITIengine Your nose has been stolen by damn gnomes and they brought it to their small living places. Since you are a large and lanky clown, you are too big to enter their homes. Instead, you can get your nose back by hitting all gnomes with cake to knock them out and make them surrender.
HOW TO PLAY: You will see a box on the floor indicating your throwing direction and origin. Press and hold MOUSE1 to load up your throw and wait until your target tile is marked. Then, release MOUSE1 to throw. Throwing the cakes is tile-based, and you have limited range, so don't waste any precious cakes! On impact, the cakes' explosion will spread to each adjacent tile (kinda like bomberman!). If a Gnome is hesitating to come out of a corner, try scaring him out with your party horn (MOUSE2)

DOWNLOAD
Java 8 required (get it here)
CONTROLS

SCREENSHOTS



Post Jam fixes:
Update 0.1.1
- Fixed issue on Mac and Linux that was caused when the "Arial" font was not installed
- Improved performance of the confetti particle effect
Update 0.1.2
- Fixed an issue with the shadow boxes blocking the "winning" spotlight
- Adjusted the cooldowns of the "cake-throw" and "partyhorn" ability
- Implemented the possibility to skip the tutorial text by hitting "SPACE"
- Added the "partyhorn" ability to the hud
MADE WITH

Ratings
| Overall | 321th | 3.463⭐ | 43🧑⚖️ |
| Fun | 437th | 3.049⭐ | 43🧑⚖️ |
| Innovation | 350th | 3.19⭐ | 44🧑⚖️ |
| Theme | 658th | 2.69⭐ | 44🧑⚖️ |
| Graphics | 142th | 4.186⭐ | 45🧑⚖️ |
| Audio | 253th | 3.293⭐ | 43🧑⚖️ |
| Humor | 100th | 3.595⭐ | 44🧑⚖️ |
| Mood | 369th | 3.262⭐ | 44🧑⚖️ |
| Given | 60🗳️ | 77🗨️ |
*Edit: We've just published an updated version that supports Arrow keys for controlling. Although this is kind of a work around, this should at least make the game work for you.*
"The Java JAR file 'naughty-gnomes-v0.1.jar' could not be launched. Check the Console for possible error messages."
Nice graphics and I like the idea.
Music seems a bit out of place, and sometimes it's too long to wait for them to cross the trajectory.
I played through your game, and thought I would write you some feedback. It's really lovely, and I really like the extra surprise menu point, it fits with the game. So right from the start I got sucked into the universe. The style is neat, and well executed.
My biggest thing about the game, is that it somehow needs more to the gameplay, I found myself waiting a lot for the gnomes to be in the right spot where I could attack them. Which wasn't really Challenging for me. That was a shame because I got a little bit bored. When you win and the sound plays the sound was very scewed which my ears didn't really like, so I think it's a place where you could improve a bit. The music was nice though.
Gratz on finishing this game for the jam, that's a big thing in itself :) I really enjoyed the game and I hope you can use my feedback for something.
The gameplay was pretty fun, but felt a bit stiff to me. Maybe allow the clown the move while charging his shot? Or having 8 directions to throw instead of 4?
Congrats on finishing the game, it looks quite polished!
Longer answer: The LITIengine is a 2D Game engine written in pure java8. Creating games with LITIengine means creating games in Java.
@tacomabert are you absolutely certain you have java 8 or later installed? We've tested on mac and the program simply not starting sounds a lot like an incompatible java version.
Also as @dev-dennis mentioned the gnomes just take too long to walk to where I can hit them. As solution I'd propose fixing the gnomes paths instead of randomizing and adding some kind of chain reaction element to the game. That way, it can always be guaranteed, that the maximum wait time is one or two walk cycles and the timing aspect would be even more important because you could chain together hits on multiple gnomes which all have to be at the proper spot at the right time.
So maybe you could have a gnome carry a cake and shoot it straight ahead when hit or you could have a balloon that spreads the cake even further when hit. All in all, good assets, improvable gameplay :)
@somethinboutgames actually I like your idea with preset gnome paths a lot, because randomness doesn't really suit a puzzle game too well. Also, awesome ideas for power-ups!
Please rate us on https://ldjam.com/events/ludum-dare/38/deep-bottom
Anyway, really good entry. Cool art, fluent gameplay and refreshing experience.
I'll also give that engine a look.
Very good Work! :)
Tip: If possible, when the player is to shoot and the bar reaches the maximum, stay in it for a while, then cancel the shot.
It was nice that the collision wasn't pixel perfect because they moved around so much so that would probably have been unfair. Having no access into the rooms where the people were but having to aim at them from openings on the outside made it a lot of fun and strategic. And having the horn to get them moving was a really nice touch!
I can agree with previous people that the wind-up was a bit slow. My biggest problem (which nobody else seems to have reported, so I wonder if it's Mac-specific) was that I kept getting stuck in walls and couldn't move for a while. Was especially frustrating on the last level where I'd fought hard for a couple of minutes to get the last person to the spot where I could aim at them and they finally went there but I got stuck on the way there for like 20 seconds and I missed the opportunity. :'c
Good job! c:
It's a cute entry, even I think it needs level design improvement to become more challenging...
(also sometimes, I feel that the aiming square isn't in the right place, but maybe it's me..)
The victory sound is perfect!
Minor complaints: Intro felt a bit too long and doesn't work great on dual screens, but that's a luxury problem ;).
I don't know if it was intentional but at the last level there were parts outside of the screen and it was hard getting the gnomes to come within the view of the game.
i just didnt found much use with the partyhorn, but maybe because couldnt find a good strategy to use it neither.
Anyway, very fun game, great job!!
Likes: The movement mechanics of the gnomes, the pixel art representation and design of the character, level layouts were thoughtful and increasingly challenging.
Could improve: I found the repetitive "teehee" sound funny at first but trying after a while.
Overall though, pretty nifty and funny game!