A Perfectly Lovely Expedition by cerno-b
Lord Tronson had enough of living on his tiny pebble of a world in the middle of nowhere. He was longing for... Adventure!
Game and source code: https://cerno.itch.io/a-perfectly-lovely-expedition
Time lapse video: https://www.youtube.com/watch?v=Z0lX77yj1AY
Update v1.1: Fixed some minor annoyances and bugs: - the forge tooltip kept showing after the forge event was triggered - it is no longer possible to dig below the dungeon from above - certain actions now block other actions to prevent event overlap - a certain item is now collected automatically to avoid confusion
Update v1.2: Fixed a minor bug: A certain item now cannot be picked up more than the required amount
Made with: Game Maker Studio 1.4
Graphics: Aseprite and Photoshop
Music: Bosca Ceoil
Sound Effects: bfxr and Reaper



Ratings
| Overall | 112th | 3.727⭐ | 90🧑⚖️ |
| Fun | 142th | 3.541⭐ | 87🧑⚖️ |
| Innovation | 161th | 3.456⭐ | 92🧑⚖️ |
| Theme | 33th | 4.189⭐ | 92🧑⚖️ |
| Graphics | 131th | 3.835⭐ | 93🧑⚖️ |
| Audio | 114th | 3.464⭐ | 86🧑⚖️ |
| Humor | 146th | 3.064⭐ | 80🧑⚖️ |
| Mood | 134th | 3.523⭐ | 88🧑⚖️ |
| Given | 71🗳️ | 124🗨️ |
http://imgur.com/a/OF5JF
This is what it gives me, whether I try in Admin mode or not
**Update:** Hm, works on my Win10 notebook and my Win7 PC. From what I read the error you get should be solved by running it as admin, but you already tried that. Hm, I'm stumped. Anyone else has this problem?
**Update 2:** My guess is that either your virus scanner is too aggressive and blocks the file or Windows may have blocked it. Depending on your Windows version, could you try right-clicking the exe and then Properties --> General --> Unblock?
The different mechanics are very interesting, I might actually have a look at your source later to see how you implemented that digging mechanic. XD
The graphics aren't overly complicated, but suitable and the moving "night zone" was a pretty neat idea, too.
There could have been a bit more stuff to do (maybe something optional, rather than the fairly linear 'tasks' needed to perform to get the spaceship running), but overall it was interesting to explore this small planet and figure out what to do.
in this LD yet, the puzzles are a bit challenging but in a good way :D Good game overall.
Innovation: the day / night sides of the planet and minecraft-like spawning are a nice addition, standing out from other literal "small worlds" from the event.
Theme: fits nicely.
Graphics: beautiful and consistent. Nice walk animation. :)
Audio: the music fits well the game and art style. Sound effects are good.
Mood: the mood is good, but it could use some dialogue with other characters.
I like the idea, but more polishing would be needed. I like day/night cycle, nice music.
Not all items can be used (at least, their use is not obviously), if you dig while being under the home you may accidently get inside.
Adding some post-jam build would be great.
Good look!
Great stuff! :-)
Small graphical bug: the light circle goes behind the house while the player goes in front.
Overall this is a solid game, I enjoyed playing. I was actually able to complete this, which is surprising since i'm usually lousy at similar games. Job well done!
There is almost nothing bad that i can mention except it felt like the world was maybe missing a bit more foliage and seemed plain.
Also one note about the game file, i had trouble launching it, due to avast antivirus, this is nothing new with gamemaker exe files, one way to get around this issue is exporting the game in zip. So would have been nice if there was also and .zip download, that's about it.
@hadik I uploaded a different version with better compatibility for virus scanners, maybe that was the reason it didn't run for you
@shiitman Thanks for the bug report. Fortunately it's not game breaking, but I'll try to fix it if I find the time.
@bram-ve I really appreciate that you like it. Music has always been a bit of a struggle for me. I switched from Miroslav Philharmonik to Bosca Ceoil because Orchestral music always clashed with retro graphics. I think it fits the game better but I think I still have quite a way to go. Thanks for your input.
@move127 Thanks a lot for the bug report. To fix this, I would have to touch multiple things in the code, so that would rather be something for a post-LD version.
@negativice I wish I had the time to add clouds and different types of grass, but these things fell to the wayside at the last moment. I wanted to add some more nice touches, like the spaceship crashing when you enter the area for the first time and the dungeon rising from the ground at night so you could only visit it in the dark. Thank you so much for the hint about packaging the game as a zip. I just now realized that the standalone exe is nothing more than a self-extracting zip which many antivirus tools find suspicious. The funny thing is that the itch.io client unpacks the game in either case (exe or zip) so only people downloading the game by hand should have this problem. Thanks again, I learned something valuable there.
I really liked the main character art. Lovely animation and design!
Congrats, great job!
The nighttime itself I felt like was a little TOO easy to avoid...I never really felt pressured by the enemies that would spawn in the dark, because it was pretty easy to just stay ahead of them (unless I had the torch, then I was on easy street for the rest of the game). Despite being easy to avoid, I really liked the effect of it! :) Seeing the transition from day to night happen in real time on a tiny planet was really novel, and I liked the concept.
The artwork was also really charming too! Although it was kind of difficult to tell what some things were. It wasn't until I was taking off in the ship at the end when it clicked that the first item I had was a monocle! I was really confused as to why using that set the tree on fire. :P
Regardless, I had a lot of fun playing this, and it shows a lot more polish than I normally see from game jam games. Well done with this one!
Nice job!
@wildmusketeer Glad you liked the game! By the digging mechanics being awkward, I would guess you mean that it's a little annoying when you stick to a rock, which I realized as well but didn't have the time to create a proper way of digging around the rock smoothly.
@glimaleite I can totally understand that! I was really on the fence with the controls. Originally you had to select the shovel, then hold S and then down to initiate digging. I simplified that but maybe not enough. I definitely wanted to be able to switch off the torch by deselecting it, so for consistency I handled the shovel the same way. But I probably should have given the option of either pressing down or S with the shovel equipped.
@omiya-games I was wondering about whether the red cross would be problematic, which actually turned out that way. Also the metal sheet was not really recognizable as one ;). It's true, the day/night feature turned out to be more of a gimmick, although I originally wanted to have the dungeon only appear during the night. The character disappearing was more or less out of necessity. I didn't have time for proper repair/build animation, so I thought it would look better that the guy disappears than just standing there while making repair noises. But I agree, that should have been polished more.
@coleslaughter Glad you liked it! I agree on the insignificance of the night time. Originally the game was meant as something more of a "walking simulator" without challenge at all, but I couldn't just have the guy run into the monsters without effect, so I finally decided to add lives and the possibility to die. But it's still more about exploration and less of a challenge, I agree. About the artwork, yeah, slowly getting the hang of drawing, but still a long way to go ;). Now, about the monocle and the tree, I knew that wasn't clear enough. If I had enough time I would have had some visual indicator around "high noon" where the grass would wither a bit and the light would be brighter. That would have been the only time of day where you could use the monocle as a burning lens. Maybe with the option of singeing the grass to make it clearer how to use it.
@aeveis I wanted to have dig be either down or S but I simply forgot as time ran out. I realize that the metal sheets were not drawn well enough, you're not the first person to stumble over it. ;) The same goes for the crystal you retrieve from the dungeon, it doesn't really look like something that exudes energy. As I wrote above, I'm making baby steps towards visualizing better. Hopefully getting there some day.
The music and SFX were good too, it added to gaming experience and made me more focused on the game without being too repetitive. Could have been longer but in Ludum Dare there is very little time to work with :) Good job!
Also it works fine on Linux using wine.
Figured it out after that fairly quickly though.
The music and art of the little guy was great, and I enjoyed the day/night cycle. Excellent job!
It looks really polished and the audio is really nice.
Great work.
I didn't at first understand how the objects could be used to interact with stuff. For example, later after experimenting random keys, I found that you can dig underground. Perhaps the use action with the shovel could do that? I got the 5 shards last, and just went to the plane and fixed it.
Really loved the visual effects with the light!
@Gurbx: My intention was to make it about exploration instead of pointing out everything, but I agree that some things could have been clearer.
@Nomaki: That's a pity. I wonder what I could have done to improve this. The inventory space was quite full with 5 nuggests, so I thought that would be enough, and the forge indicates that you need 5. Any idea on how to make it clearer? I removed all remaining nuggets from underground as soon as you pick up the 5th, so maybe I should have kept them and deactivate picking them up?
@themonsterfromthedeep That's a very helpful comment, thank you. I think I could have added a tooltip once you picked up the shovel which indicated you could use it to dig. I mentioned above that it may have been better to allow digging without the shovel selected.
@rongo-matane Yeah, I was on the fence with the tool tips. I wanted to make them small and cute-ish but not too obvious, but probably ended up with them being more confusing than helpful. The red cross for the spaceship could also have meant that I needed to rescue the pilot or something.
@hegemege You are totally right with the shovel. Initially the controls were even worse, so you had to push Use *and* down in order to dig. Simply pressing Use would have been much clearer. It helps if you know from the screenshots that there is digging involved, but with a blank slate I think it could be very confusing to find out how to do it.
Nice game, and well done for the music too.
Even the theme fixed, but i felt the whole visual elements cant link together though. I cant figure what's the goal is in starting, that's hard to find out i have to repair the spaceship and leaving out of the planet.
Cheers
@bunnery Wow, this means a lot! I always struggle with names for my games, and I didn't like this one too much because I thought it was too cumbersome and didn't transport the message well. You are the first person to notice the theme I was aiming for with the main character. I know that I have a long way to go to make it clearer for most players, but having someone notice really made my day. Thank you!
May a little help to using items with visual in game will be good for understand gameplay.
Great game for compo :D
I actually planned something like this. Time would run faster in the house while you could observe Lord Tronson drinking tea through the window. But in the end I barely finished the game on time, so I had to give up on that.
The day/night mechanic is awesome! Cool idea, full marks for the "small world" theme from me.
At first I thought this would be a Motherload type game, and was preparing for a long grind. But then I was surprised by a charming little puzzler! Very cool. Love the graphics and sounds too. Well done :)
I finished it, it took me a while to understand how things worked, but I like that the hint just don't straight up tell you what to do. It's a cool thing, congrats for making it in such a short time!
- Shift-tab to go back in inventory? It was a pain tab-tab-tabbing to get to what I wanted
- It seemed a little easy to me. Some more complicated combinations of actions / visiting the same thing twice could make it more puzzley
- I got that the shovel was to avoid the monster-gremlins things but I kept thinking there was going to be something under the ground there. And I never found anything.
@drkr Sorry about the missing controller description, I could have added that to the game start overlay.
@pecolyte Come to think of it, that's really irresponsible! ;)
@chispalbc I totally agree, that was actually on my list. I wanted to change the movement dynamics so that they would guide the player around the stones, but did not make it in time.
@cosine Totally with you on the Shift-Tab. I originally had two keys for the inventory progression, but I was on the fence about which keys to use, so Tab seemed like a natural fit. Then I didn't find a good partner for the back key and sort of just left it out. Shift-Tab would have been a pretty good solution there. If you play with controller you can actually use both shoulder buttons to go back and forth in the menu.
About the difficulty, that was also something I was a bit unsure about. I didn't want people to get bored, especially since there are so many other games to play at LD, so I didn't want to make it too hard. Originally, you had to manually pick up the torch from the tree, which I skipped in favor of less confusion. I guess, reusing the existing areas would have been an effortless way of extending the game. I should keep that in mind for the future.
Well there are the ore nuggets underground, but nothing else. Originally I intended to have the player dig up the ship with the shovel, but didn't make it in time. Thanks a lot for your detailed thoughts!
https://www.youtube.com/watch?v=xnxqXCwu79k