Offering by ryzy27

Help Stumpy finish his journey through the Ancient Forest.
Offering is a puzzle platformer made by Aleksandra Rydza (Idea, Art) and Tomasz Rydza (Code, Sound).
Game was made in Unity and was possible thanks to new awesome Tilemap feature.
Sprites were made in Aseprite, music and sound effects in Audacity.
Music sample is by user Synx from looperman.com.
Obligatory "not enough time" rant:
I was planning on making 5 levels, but were able to fit only 3. Last 2 levels were supposed to add new mechanics, so that would probably take another week of debugging with the code I wrote...
I wish I had more time to make music and sound effects, but I'm happy with result, especially because I learned how to use Audacity 10 hours ago... I wanted to add scrolling background with parallax effect, maybe next time...
Nontheless I'm very happy with the result. Game looks great, code looks solid (as in: no bugs. Of course it's a mess), and there's even sound - you can't take that for granted!
Are you still reading this? I should go to sleep. I'm soo hungry.
Be sure to leave a comment so that we can play your game.
Have a great day!
Cheers!
| HTML5 (web) | https://ryzy27.itch.io/offering |
| Original URL | https://ldjam.com/events/ludum-dare/43/offering |
Ratings
| Overall | 99th | 3.979⭐ | 26🧑⚖️ |
| Fun | 185th | 3.708⭐ | 26🧑⚖️ |
| Innovation | 110th | 3.771⭐ | 26🧑⚖️ |
| Theme | 208th | 3.938⭐ | 26🧑⚖️ |
| Graphics | 88th | 4.354⭐ | 26🧑⚖️ |
| Audio | 82th | 3.938⭐ | 26🧑⚖️ |
| Humor | 430th | 3.024⭐ | 23🧑⚖️ |
| Mood | 68th | 4.043⭐ | 25🧑⚖️ |
| Given | 28🗳️ | 20🗨️ |
When you say "Watch for spikes" there is no spikes around and you don't understand where are they.
There is a bug when you placing tree and dying simultaneously. Second tree will be spawned.
I think there is a bug when you are in the pause menu - the cursor is not visible.
Thanks for feedback. I agree that UI is bad, but hey gotta sacrifice something.
As for the bug. Can you replicate it easly or was it a 1 time thing? Because I tried just now and couldn't do it.
@beelzeboss
Stumpy is great, thanks to @szupinek.
I have hidden the cursor, because game doesn't need it. You should be able to navigate using arrows (or WASD), but ESC hotkey turning off fullscreen interferes with that, so that's a minor issue

Thank you guys for playing. We are glad you enjoyed it!
I love the mood and consistency of the world and the polished little details (falling leaves, sleepy stump, the variations in sound effects).
Looks like we had a pretty similar interpretation of the theme, just in different worlds :)
I gave up after ~20 tries in the area where you have to make a series of precise low jumps to and go through a 1-wise gap without hitting spikes.
Here are some details/suggestions I picked up on:
* Love the checkpoint mechanic, it's very clear.
* Agreed that tile maps are awesome, you seem to have a lot of content. Because the theme and world are so nice, I'd consider spacing out the challenges a bit to give players some breathing room (e.g. add a fairly easy area with a bit of text for lore around the items to find).
* It looks like the character should fit in one-high gaps, but it doesn't. I'd shrink the collider to make it possible or make the model slightly bigger to make it clear that it shouldn't (to make the platformer mechanics more intuitively predictable).
* Especially for jam games, consider giving alternate paths to make sure people can see all content without too much trouble (thinking of where I got stuck). Keep the main path fairly easy but give a couple optional challenges (I like to be able to finish the game in 5-10min then go back to look at details). You could make items the optional goal and tease them by giving the first one and leaving the rest in visible, but hard to access locations.
Great work overall, this was awesome to play!
Maybe I overlooked the option, but I would have liked a way to restart from the checkpoint with charges restored and the planted tree trunks removed. Pretty far into the level I hit Z by accident and couldn't progress, so I restarted the entire game.
I ended up getting stuck in the low jump part. I don't know if this is the same for everyone, but the spacebar was so sensitive to hard quick taps vs soft quick taps that it was basically a game of chance if tapping the spacebar would produce a low or high jump. Getting three low jumps in a row was very difficult, and I concentrated so much on trying to hit the spacebar lightly enough to get a low jump that I then failed my landings.
Other than that, I had fun playing and coming up with solutions!

I could probably make it... eventually. But I've tried so many times that I don't really want to try it again. It doesn't depend on my skills, it depends on floating numbers calculations errors to determine whether I managed to fit into that 2 pixels spot or not. (I probably sound very frustrated right now, and I am, just look at the picture :P ) But really, collision-dependent objects should have the size and a texture that resembles the collider.
On the good side, the piece of wood is cute and I like trees firing up when you past through them. I also think the mechanic with the past self of wood is promising, why did you put there those spikes though? ;) I liked the messages, too, they were funny.
To do that press Z (plants stump if possible and moves you back to tree). then hold X
@tiar
Thanks for the feedback. I hear that a lot, about the jump force and I agree. While developing I was constantly tweaking it, making sure that every puzzle works, so after few hours I have mastered it and it was much easier for me (also knowing collisions). I should have tested it with other people.
For player controller I have used simplified version of Sebastian Lagues 2D platrofmer controller. So no rigidbody movement whatsoever.
@firebug, @natethegreat, @tiar
I will tell you guys a secret... The spikes are a lie!

Here are collisions in the game. If I tried to give spikes collisions instead the puzzle would be literally impossible

All my "deadly" collisions are in one tilemap collider, so I couldnt just offset them, because opposite spike would get even worse.
I guess I could make it work, but it was my first time with Tilemap and I didn't know all its features and limitations.
Sorry if I sound defensive, that's not my intention. I just wanted to shed some light on why I made those decisions. In the end I agree with you and next time I will pay more attention to this stuff, which will hopefully result in a better game.
Thanks again for the feedback. Y'all have a great day!
And your conversation with player is perfect! Informative and so funny! Love it! :)
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346056526?t=04h06m21s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin