Ludumiumings by smiley
Try pronounce the game title 10 times in a row!
Instructions
Screenshot from the game
Another screenshot from the game
How to play
Help the miners transport the Ludumium trough the cave. You might need to sacrifice some Ludumium or even a worker or two to succeed.
Use your mouse to play. Release miners with the three buttons. Each type have different speed and carries different amount of Ludumium. If you want to reach a high score you might want to plan the game a bit sending out the right combination of miners.
How much high score did you get?
Post them in the comments :)
Tools used:
- Unity 2018.3.0
- Aseprite
- Ableton Live
- Gimp
All graphics, music, audio and code was created during the Jam. No external sources or AssetStore downloads was used.
Credits
Programming - Nicklas LĂśf
Graphics - Mathias Lindfeldt
Intro Music - Nicklas LĂśf
Game Music - Mathias Lindfeldt
Audio effects - Mathias Lindfeldt
Running the game
On Mac you have to hold down ctrl or shift when clicking the app-file to allow unsigned executable to execute. On Windows you might get a Smartscreen notification. Click More info and the Run anyway button.
Oh and sorry about no quit key... On Mac hit cmd+q to quit. On Windows alt+tab and right click to quit
Links
Nicklas (Intro music) has an album released on Spotify and Apple music if you want to check it out:
| Windows | http://cloud.rhapsody.st/ld43/Ludumiumings_Windows.zip |
| macOS | http://cloud.rhapsody.st/ld43/Ludumiumings.app.zip |
| Original URL | https://ldjam.com/events/ludum-dare/43/ludumiumings |
Ratings
| Overall | 134th | 3.92â | 27đ§ââď¸ |
| Fun | 361th | 3.458â | 26đ§ââď¸ |
| Innovation | 203th | 3.604â | 26đ§ââď¸ |
| Theme | 289th | 3.813â | 26đ§ââď¸ |
| Graphics | 179th | 4.14â | 27đ§ââď¸ |
| Audio | 75th | 3.958â | 26đ§ââď¸ |
| Humor | 304th | 3.295â | 24đ§ââď¸ |
| Mood | 241th | 3.659â | 24đ§ââď¸ |
| Given | 38đłď¸ | 3đ¨ď¸ |
When you give a miner commands and another miner is behind the command panel instead of clicking the button you select the miner, which makes them hard to control when they are grouped up.
Also if you select a miner that is fortifying and then click out of the command window the miner will start walking again but the fortify effect will keep playing.
Additionally maybe you could also have added a score that keeps track of how many miners died/lived.
Overall great game!
And even after that I'm still a bit confused about what was the actual intended way to play. What I really kept doing was sending as many fast peeps as I could before enemies started spawning. And afterwards just trying to send fast ones on the gaps of flies and when they eventually caught me, just click on them for a sec to let the flies pass.
Now with a better understanding I went for a second playtrough and came up with a better strategy and was a whole lot faster too. At least I think it was better since I got a better score...

In the start I just mashed medium dudes for the whole amount and pretty much used the same initial stopping method or in a bigger mess used fortify on one dude so the others could go in peace. I tried using destruct too but timing that was just too hard in my opinion. In the end it still feels like it was unnecessary to have three different classes of dudes. I think it was also unnecessary to disable the speed button if you hadn't already sent out all your guys. It made it just tedious if you didn't want to send all your guys at once.
The art was cool and so was the music. Was it the case that the miners weren't completely opaque? It looked a bit weird when they were walking close to each other on a vertical line. The color selection of the hp/ludumium bars and the name of the unit kinda clashed against the rest of the nice color palette and made them seem out of place.
Overall my biggest issue on the game was the wording of those different numbers. Dunno why and what would be the better way to inform about that but "safe in base", "left on field" and "to send" didn't quite click with me before pretty much the very end of the game. Maybe having the "safe in base"/"to send" next to the corresponding doors would make it clearer. The left on field one could easily be scrapped altogether, it just made things more confusing. Maybe my confusion about those number was because I thought they were mining the ludumium from the level instead of just transporting it.
These dudes can also shoot lasers from their crotches while walking...

Anyways, good job!