Throw by somethinboutgames
Your pet mini-world fell out of its container. What better way to put it back than to throw it there?
All graphics, sfx and music made by me during this jam, except the font: Poiret by Denis Masharov - https://www.behance.net/user/?username=denis_masharov
-SomethinBoutGames
Links
Windows, Mac, Linux, Source - https://somethinboutgames.itch.io/throw
Walkthrough
https://www.youtube.com/watch?v=LROWRArUJSg
Screenshots

| Original URL | https://ldjam.com/events/ludum-dare/38/throw |
Ratings
| Overall | 151th | 3.62⭐ | 94🧑⚖️ |
| Fun | 63th | 3.813⭐ | 93🧑⚖️ |
| Innovation | 290th | 3.067⭐ | 92🧑⚖️ |
| Theme | 364th | 3.132⭐ | 93🧑⚖️ |
| Graphics | 373th | 2.945⭐ | 93🧑⚖️ |
| Audio | 143th | 3.326⭐ | 91🧑⚖️ |
| Humor | 277th | 2.481⭐ | 81🧑⚖️ |
| Mood | 233th | 3.205⭐ | 85🧑⚖️ |
| Given | 54🗳️ | 84🗨️ |
Love the design of level 5 and level 8.
All in all a great little game! I would love to play more levels like this! One thing I was missing was the information which level I was currently playing, maybe you could add that to the UI
+1
Great work, keep it up!
It took me some time to get where I should click to throw the planet (at first I thought it could be done anywhere on the screen), but after that it all went pretty nicely!
The effect when the world reaches the goal is pretty cool, and how the camera follows the planet too :)
Pretty nice work on the level design and how new mechanics are introduced!
I guess the next step would be some animations on the player maybe ^^
Keep going like that!
@smbe19 you can throw the world in a high arc so it has the right angle to bounce through the tunnel :)
Good job!
Now, getting this on Linux.
The .pck which you've packaged is just the Godot Engine. You didn't package the actual game, which is stored in a data.pck. I had to get this data.pck by downloading the mac version, going inside the .app, and extracting the data.pck from Throw.app/Contents/Resources.
So to get Throw working on Linux, you need to package the data.pck. :D
EDIT: I have now packaged the data.pck file in the Linux downloads. Thanks again for the heads up :smiley:
Overall, great job! I'd love to play this game again in the near future, if you decide to continue working on it.
I'll try again later to see if I can figure it out.
EDIT: Nevermind, I feel dumb! FIgured it out.
OK, now that I've played it, I love this. A lot. I want more levels. And a better title screen, the current one is actually harder than level one, even after I got over my brain-fart about how to interact with it :-p
Sorry, I missed your response, because there are no notifications implemented yet x_x
My main issue with the art style was really just the player character. I may just be prejudiced against stick figures, but I didn't like it.
However, I think it would look super cool if you made it look something like [this](http://i.imgur.com/diXZDyf.png) (based off of [this](blob:http://imgur.com/1b077549-3854-46fc-9a2e-92db2d9160c9) famous statue), basically a black outline resembling an ancient roman statue, but in the same pose as the stickfigure person you have in your entry here. I'd also maybe tweak the colors of the Earth ball a little bit and make them a bit softer. It's all very subjective, of course!!
Agree with other posters that the physics simulation timestep isn't small enough. On level 7 particularly, the world would sometimes go entirely through a spring mat, and once it got stuck inside it... I eventually figured out how to solve it without so much force, but still.
Even though I couldn't see the whole level for a few of them, camera following made it enjoyable to solve anyway.
The only issue I noticed was some roughness in the way the world collided with certain elements. Specifically:
- In the level where you're in the box with the spikes at the top, the bounce pad on the corner, and the goal behind you, I found the world just shooting through the walls when I threw it hard enough.
- In the level with the super high wall that you have to throw over, the world didn't die when it hit the water...it just kinda sat there.
But that's all nitpicky! Fantastic job!
The music is very nice, you did a good job with it. The little tick sound as the ball hits the goal was oddly pleasing as well. The graphics are pretty simple, but for the type of game this is it doesn't really feel out of place. Does what it needs to do, and nothing more.
One issue I had was the start of the game. There's a lot of visual information hitting you right at the beginning, so it's a little bit unclear what to do. I understood I could drag the planet to launch it, but I had no idea yet that filling empty black capsules was my goal, so I tried to hit the white part a few times first. Then I was taken to a new menu which I had no was a menu. At first I thought it was either a puzzle, or portals to different sets of levels.
It wasn't until I completed the game and game back to it that I figured out that it was levels in chronological order. At that point I realized it was by sheer luck that I started the game at the beginning, because I could've just as easily chosen to start at the last level simply because I wasn't sure what it meant to send the planet into either of the capsules at first.
Those are just minor issues though, as I spent most of my time playing the game, and enjoying myself doing so. I think you've made a pretty good game here, this is a solid compo entry for sure!
Great work mate, Cheers
I like a lot that menu which uses the game mechanics and how you introduce physics to the gameplay.
The core concepts are pretty good, I think the engine failed you. I had serious collision bugs that kept me from progressing through the rest of the game. Definitely a good candidate for mobile platforms.
Possible solution would be to use Raycast Physics if your engine supports it rather than Box2D Physics.
What I like:
* Throwing the ball felt right. It took a bit of getting used to, but after playing with it a little while, throwing my "little world" felt good and I like how it was sensitive enough that I could make twitch adjustments to my throws.
* Level design. A very nice mix of physics based and obstacle based puzzles here. Very well done.
* Menus. I love how you incorporated the menus into the game.
* Graphics. The simple portal-esk aesthetic you went for here is very nice. I love the simple backgrounds and the art on the "world".
* Audio. The music was very nice and the sound effects provided nice feedback of what was going on.
* The ball doesn't snap to the goal, but rather gets "sucked" into it. This is a nice bit of polish.
What I didn't like:
* my character wasn't animated. It almost felt unnecessary that I was even displayed, since I didn't move my arm when I threw.
* The blind throw on level 8. Never very fun :)
I love what you've done here. Good luck on the competition!
@occultone: thanks a lot, the collision thing can again be not fixed easily because Godot, the engine I'm using, can't for some reason do continuous collision detection properly. However I have to say, a velocity that high isn't really needed anywhere. I'll post a walkthrough soon so you can see how the level you had difficulties with is supposed to be solved ^^ The bouncy platforms are entirely my mistake though, as I'm doing some manual calculations to reflect the world and I didn't really handle collisions from the side very well, that's why sometimes the world drops right through the platform :(
@cudabear: Thank you for the feedback. I have to admit, the blind throw was just to make a harder last level :smile: I'm sorry, it was 2 am, 1 hour before the deadline for me and I wanted to extend the playtime a tiny bit haha Also: tried to animate the characte with blender, ended up quitting after one hour to work on some levels and menus and stuff...
@mars: I understand the main menu is confusing for a lot of people, in a potential post compo version I'd add a help feature that shows how to play after some time of trying or a help button in the corner. For now I'll just upload a walkthrough in a little while, that should also help figuring out the fifth level (the one with the angled bouncy platform and the hole in the wall)
Also I didn't have time to implement jumping to the first level from the main menu and unlocking the levels kinda one after another. That definitely would be something I'd want to change too.
EDIT: all the other movement is fine because it is handled completely by the physics engine. Only when the world touches the goal I switch to manual acceleration.
I like the idea of menus being part of the game.
Gameplay was really fun and challenging.
Good job.
Those are minor quibbles however. Very fun, graphics were simple but clean, music was enjoyable without being annoying after loop and sound effects were practical. Theme was obvious but weak. Mood is a weird one since this is a skill based puzzle game. I felt like you were going for an Aperture Science type vibe, so I hope that is what you were going for? This game did make me laugh with some of the physics based things that happened.
Overall great job! I enjoyed playing it and aside from some minor physics based nonsense everything was well put together.
It relaxed me x) I really like the music. That was not too difficult, not too easy.
I just have to point out the bugs of collision, but this is acceptable for a jam entry x)
I repeat what I was just saying : really nice entry ! Keep work on it, it can be a bigger game I think :)
* The starting menu was really cool! I was confused for a second, but I understood it pretty quickly, and it taught the main concept without even reaching the first level!
* Lots of polish here! Good job with that.
* The main throwing concept was simple, yet had enough depth to keep the player's interest.
* Graphically, I liked the stick figure. It fit the simple mechanics of the game.
* The music kind of reminded me of *Fancy Pants Man*, which coincidentally ALSO had a stick figure. The music fit the game in a similar sort of way, which was nice!
* The level design was great! It was never quite too difficult, except the last level which *may have* been on the harder side.
****Minor Nitpicks:****
* The game was a bit short, but it didn't matter that much.
* Honestly, it didn't fit the theme well. The "small world" aspect kind of felt tacked on, and didn't affect anything at all.
****Great job and thanks!****
https://www.youtube.com/watch?v=vVqPS9hBhlk