Scapegoat by aurel

Description
Scapegoat is a first-person Legend of Zelda-style puzzle game about a man on a quest to save the world by sacrificing a goat to appease the angry gods.
Edit: Major bug has been fixed where you couldn't get past first lever in first level.
Edit 2: Added a main menu crediting everyone who worked on this.
Edit 3: Added a "Post LD" version where the puzzles are a bit more forgiving and carrot trees grow back. Streamers should use the "Post LD" version because the original version uses Exclusive Fullscreen instead of Fullscreen Windowed mode
Edit 4: Add experimental Linux version for people with penguin-shaped computers.
Input Controls
Movement: WASD Don't forget SHIFT to sprint!
Interact (pick up/put down goat): E
Throw Carrot: Q
Whistle: F
Jump: Space (disabled when carrying goat)
Crouch: C
Ratings
| Overall | 78th | 4.023⭐ | 67🧑⚖️ |
| Fun | 243th | 3.617⭐ | 66🧑⚖️ |
| Innovation | 216th | 3.579⭐ | 65🧑⚖️ |
| Theme | 274th | 3.833⭐ | 65🧑⚖️ |
| Graphics | 109th | 4.299⭐ | 69🧑⚖️ |
| Audio | 10th | 4.381⭐ | 65🧑⚖️ |
| Humor | 272th | 3.347⭐ | 61🧑⚖️ |
| Mood | 54th | 4.119⭐ | 65🧑⚖️ |
| Given | 102🗳️ | 88🗨️ |
Somehow I managed to pass to the altar without Snowball, but he respawned there. I tried to put him on the altar, but sadly, he bugged below the world and so the game was broken and I couldn't see the end yet. But now I can play the game again, tomorrow. So that's good, I think. :smile:
Thank you very much for this experience.
Thanks for the feedback - we wish we could have done more level design. Considering how we only had a very brief amount of time to actually build the area, we ended up scrapping a lot of our design ideas and just made something quick and doable to showcase the technology.
So, amazing production values but sadly not fun enough for me to keep trying to get through it.
Not sure why it was necessary to completely disable backtracking in some segments of the game. After I had reached the first gate and understood that I would not be able to get all the keys in the current area, I had to restart the game to be able to complete the game. It might also be a good idea to mention in the instructions that you need to press spacebar in order to dive.
The only bug-like thing I noticed was that the goat could be glued to the underside of a moving platform.
Carrot trees ftw!
P.S. Sorry if any of my gripes repeat the other comments, didn't check them all out :D
Not sure why it was necessary to completely disable backtracking in some segments of the game. After I had reached the first gate and understood that I would not be able to get all the keys in the current area, I had to restart the game to be able to complete the game. It might also be a good idea to mention in the instructions that you need to press spacebar in order to dive.
The only bug-like thing I noticed was that the goat could be glued to the underside of a moving platform.
Carrot trees ftw!
P.S. Sorry if any of my gripes repeat the other comments, didn't check them all out :D
Unfortunately, I noticed while editing that all actual in-game footage was not captured by OBS. This saddens me, that people will not see your game, but I still enjoy the atmospheric audio and my commentary lol So, hoping that people might see it and want to play!
Here's the video: https://www.youtube.com/watch?v=7MZ_QoEaCr0
That's actually why in the post-LD version we've added a lot of extra keys. It was a band-aid fix but it seemed to work. We also noticed that a lot of the streamers were having issues with the pressure-plate puzzles in the beginning. Funny thing is, we're all used to playing first person games like Overwatch and Unreal Tournament, so when we were playtesting, the puzzles seemed easy. But when others played them, they found it difficult to time the dropping of the goat to keep two pressure-plates weighed down at the same time, etc.
And yeah that's a good point about the dive. I guess we forgot to include a mention of the dive controls because it wasn't actually a game mechanic. It was just an 'accident' that you could jump out of the water and re-enter the water, causing you to dive for a moment. And then I decided to use that feature to hide a key underwater but didn't tell the person making the intro screens... yeah, there was just a lot of chaos in the last few hours
Graphics are stunning, although it's a little unclear what was done during the jam. I'm assuming most of the textures/models were premade? Or did you make any of them during the 72 hours?
Great work!
For prior jams we used to start with me driving around taking pictures of things and processing them into textures in Photoshop, but the trouble is that Ludum Dare starts at 9pm EST when it's dark out, so we have to wait a full 12 hours before we can start on artwork, and that always put us way behind. So this time we decided to create composite materials from 3rd-party base textures. We figure it's transformative enough to be within the rules.
As for tools though, we've greatly accelerated our development by using level-building tools we worked on ahead of time, in addition to bits of code we reused such as the player controller, a system for managing game and camera state, etc. We have custom plugins that integrate with Modo (the 3D modeling application we use) that allow it to load materials from Unity if their names start with an arrow such as "->Grass1" and a custom AssetPostProcessor that automatically links the material when the FBX is imported, just so we don't have to relink materials inside of Unity. Basically we have a whole suite of things that speed up everything we do to maximize on time.
By the time the jam starts we usually have a ton of base code ready to go for things like a first-person controller, a skeleton Unity project properly configured with a git repository, a Trello board for task tracking, etc. In fact, for the final round of theme selection, we actually create a shared Word document detailing what kind of game we'd make if any of the final 10 candidate themes was chosen, so that when the theme is announced we know exactly what we're making instead of sitting around brainstorming.
Also carrot trees??
The intro scene was something beyond anything i saw in this jam. Outstanding work. As for the game, it is nice as well. The controls respond nicely, the graphics are neat and the level design is interesting, not crazy complicated puzzles but they arent dumb.
For the negative part, i tried but became stuck in the elevator bridge part right before the gate with four keys. When i grab Snowball in the platform and put it in the bridge it phases through the bridge and reappears in the ground below. I though the damn goat walk off the bridge, but trying a couple of times i had the the same effect. Is this a bug or there is another way to put the damn goat in the bridge in order to proceed?
Also, tired of Snowball shenanigans.
Crank the elevator-with-goat up to the top of the bridge, then stand on the bridge, crouch, and grab the goat from the lift while standing on the bridge.
Or, walk past the gate that requires 4 keys, and there's a path on your left that loops back down to the bridge room, with a pressure plate that opens the bottom portcullis. Afterwards, you can just grab the goat and walk back the way you came. This only works in the post-LD version though, I believe, as we changed how the portcullis works there to make it easier to get the goat where you need.
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346059114?t=03h03m33s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
We had a major bug when it came to going back to the main menu on the Game Over Screen and we didn't have time to make a proper game-over screen before we ran out of time for LD. In fact, we cut out about two entire areas a few hours before LD ended and scrambled to tweak our level design to make it work. Sorry that the ending situation was so abrupt!
That said, it was interesting watching you play and seeing areas where we could improve things. Visibility of certain objects, ways to show what certain levers are doing (there was one lever that you never figured out what it did).
You also missed about 4 keys that we had had hidden, and it makes us wonder how we can draw more attention to the things that are in the game but not immediately obvious.
Either way, thanks for playing! I think somebody asked in your stream about the art. It was all drawn by @angiekatneko, as well as the texturing for the goat and character reference sheet for the goat.
Also, I'm not sure what you mean, by "taking the month to polish it" but we haven't touched this since the jam - we fixed a few major bugs, and then after watching some streamers play it, added a few keys and simplified a puzzle because people kept getting in situations where the game was unbeatable by skipping essential keys.
We clearly wanted to do a lot more; our original plan was to have three different distinct levels and scenes with different environments, but we ended up consolidating it all in one scene as we only started the level a few hours before the submission deadline and so the puzzles are necessarily simplified a bit. We had wanted to make some optional challenging puzzles, but well, prototyping and testing takes a while, and we took some ideas from our test scenes and just used them in the final scene.
@neon - thanks for the comments. Yeah, we kind of realized that there might be situations where you can't backtrack, so we have a goat teleport script that brings it to you because we realized that people might not be able to finish the game otherwise. Thanks for playing! We hope you enjoyed it!
@ryjcio - Can you tell us what you mean? What do you mean that you weren't able to play it? If you lower the resolution it runs fine even on my very slow tablet.