Feasts must be made! by Caffeinated Psychics

In Feasts must be made! you are the captain of a boat being held captive by Bacchus, he heard you criticize parties and wants to punish you. He did not imprison you so that you could harvest fruits to make offerings and feed him. Until then, he will keep your crew members imprisoned in small cages. You have to feed Bacchus with fruits before he gets mad at you and punishes you and your captive team.
As a certain someone would say: "Logic clearly dictates that the needs of the many outweigh the needs of the few". So, if you have no other choice, you can sacrifice one of your crew members to feed him a lot at once. Take care, though! Each time you sacrifice someone, there is one less fruit spawn available and your lowered morale makes you run slower.
TL;DR : Pick up fruits by passing on them (press e in v1) and drop them on the altar at the bottom right (with e) to feed Bacchus before the end of the countdown. If you're short on time and don't have enough fruits dropped on the altar, you can sacrifice someone by standing on his cage and pressing e.
Thanks to Baboulinet & Maz for being great guinea pigs! :)
French speakers passing by, please take a look at a little something I wrote for the game.
Controls | Function
---------|---------
WASD & the Arrows | Move your character
E | Sacrifice someone, drop fruits on the altar (and pick fruits in V1)
H | Display the help in game
M | Mute music
Page Up / Down | Raise / Lower volume
R | Restart the level
Changelog : ###
v0.2 :
- Fixed graphical bugs when resizing
- Added a lot of feedback
- Fixed a small problem with the scoring
- No more pressing E to pick up fruits
- Added a 1s countdown to let the player skip a screen to avoid problems like not seeing your score
- Changed the way the fruits change shape after being picked up, now it doesn't wait to be pickable
- Changed just a little bit the layout
- Added a mark on the Satiety bar to let the player know what's the minimum required to win
- The altar is now more... fiery when the player loots the first fruit
PS : For the v1 :there seems to be a problem with resolutions, please play in 1280*720 or if you're playing on the web build, please avoid maximizing the game window. Sorry.
| Windows | https://drive.google.com/open?id=1qeDkid3ATkUs-LptQk7h8bZwABczFEIE |
| HTML5 (web) | http://capsystudio.com/fmbm/0.1/ |
| HTML5 (web) | http://capsystudio.com/fmbm/0.2/ |
| Original URL | https://ldjam.com/events/ludum-dare/43/feasts-must-be-made |
Ratings
| Overall | 760th | 3.119⭐ | 23🧑⚖️ |
| Fun | 656th | 3.091⭐ | 24🧑⚖️ |
| Innovation | 801th | 2.795⭐ | 24🧑⚖️ |
| Theme | 588th | 3.364⭐ | 24🧑⚖️ |
| Graphics | 774th | 2.977⭐ | 24🧑⚖️ |
| Audio | 498th | 3.023⭐ | 24🧑⚖️ |
| Humor | 454th | 2.976⭐ | 23🧑⚖️ |
| Mood | 743th | 3⭐ | 22🧑⚖️ |
| Given | 28🗳️ | 15🗨️ |
Here's my play: https://www.twitch.tv/videos/344729947?t=37m32s
The jumps feel nice, I just wish I didn't knock my head into the platforms/ceiling above sometimes. It made the movement feel a little more restrictive.
The art is pretty decent and clear, but there's a few things that stood out to me. I don't know if it's a scaling issue, but the outlines on the food has some thickness artifacting (a small spot where it's 2 pixels thick instead of 1). The banana's curve is a little jagged--it's an iconic shape and getting the right silhouette almost means you don't have to worry about how you fill it in with color anymore. The cages threw me for a loop at first. It looks like a door in a stone wall from an entirely different game, The door is also scaled differently than the rest. I am glad the character has a walk animation, but it's almost a shame that the feet are so similar to the background color so you barely see any motion. Fixing those little things would elevate the visual impression greatly.
The music is nice and atmospheric, and I enjoyed when it suddenly threw the hardcore tempo at me, while it still seemed to all fit together.
@mrjoshuamclean thanks again for the feedback and taking the time to write down your advice here :) I'm happy we managed to make you hungry even though you were almost suffocating because of the spicy food you ate just before. :p We'll try to think about penalties. As for the fruits, I'll think about that, either put a switch to enable / disable auto-pick or reworking the level design to be better adjusted for that kind of gameplay.
@flaterectomy I'm under the impression hoarding food is what most people did at first, I really need to make the game more intuitive. Not sure how at the moment but it's a good game design exercise.
As for the "knock-head-against-ceiling", I wanted to try a platforming thing where you had to use that to kinda propel yourself on the cage because of the impact, but at the end I couldn't make it as usable as I thought, giving this awkward result. :/
As for the graphics, there is a bit of a style consistency problem, our graphics team couldn't be really in sync due to IRL problems and well, they did the best they could. :)
Talking about the help menu (UI) itself : The words feel cluttered and it looks like one big paragraph + the font (as opposed to something like sans-serif) makes it slighly harder to read. Perhaps picture tutorials will work - in terms of communiocating the goal of the game clearly.
The platforming controls are great and feels very responsive though. The "running-out of time" makes for fun frantic gameplay.
Thanks for your advice. o/
The music is catchy and I love the big guy in the intro screen/victory screen, for some reason it reminds me of Asterix and Obelix. Great entry, well done :smiley:
The concept was clear from your description, especially the helpful TL;DR, and the gameplay itself simple. I actually think it was far too easy, as I never had to sacrifice anyone. Maybe I'm just a godlike platformer :sunglasses: hahaha.
The graphics were cute, especially the menu ones, though they did feel a little inconsistent. It's been mentioned, but the environment and the "cages" (which looked more like dungeons to me, haha) felt like they belonged in separate games to the protagonist and the fruit.
I'm glad to see you fixed the requirement to press E when picking up, because that was a minor nitpick that interrupted the pace of the game a little for me.
The music was charming, if a little shrill occasionally. Well done though, a complete experience.
Good job!
I don't understand why the character is a cowboy and at first I didn't understand what were the doors and I didn't see the altar but maybe I'm just blind.
I was a little confused about the doors at first, but after reading the description once more, it made more sense. One issue I found is that I skipped the end screen accidentally because I was pressing e and didn't notice it finished (I was playing v1).
I liked the music, it fit well with the theme of the game, but I felt that it was a little repetitive.
Another suggestion I have is to have a better indicator that the sacrificed prisoner has an effect other than just turning red, and it would be nice if they always spawned in a position that could be jumped on.
Overall, a really nice entry, congrats!
After Comment:
I checked out v2, I like the changes you made, they really add to the experience.
I like the arrow you added haha!