Displacer by JesterSeraph
Welcome to Displacer, my first attempt at Ludum Dare!
This is for the Ludum Dare 42 Jam competition, with the theme "Running out of space."
This was a solo effort, with everything made during the 72 hour period. I wanted to stick to the "true spirit of Ludum Dare," that is, the compo, but I ran overtime and didn't want to put out a half-baked game.
Though, it probably could have benefited from some 3rd party music instead of my out-of-time humming. Don't worry, I put volume sliders in the settings.
In Displacer, you're a scavenger trying to survive by finding the treasure within the trash. The pawn shop is very picky though, and only ever wants a specific item. Don't get the item, and you're on the shop keeper's bad side for life (game over). Worse yet, the shop keeper is impatient too! Try to keep up with his demands as the trash you have to look through turns into literal mountains.
WASD for left, right, jump, and fast-fall. Left click to pick up the item under the cursor (cursor dot can only move a limited distance from the player), right click to throw the item under the cursor behind the player. 1, 2, and 3 along the top row of the keyboard will toss whatever item is in the associated inventory slot behind the player. All of these keys can be rebound.
Good luck, and please don't be afraid to criticize! While I'm limited to what I can produce in 72 hours alone, knowing what to improve on helps greatly the next time around.
REVISION
Reminder: Please use the original version of the game for judging/rating. It is Windows only, sadly. Please do not use the revised versions to play the game if you are judging (available for Windows, Linux, and Mac). While ratings from the revised version are not allowed (I don't want to be a cheater), I would still love to hear about your experience in the comments!
There's been some quality-of-life improvements to the game! There may be more in the future, but for now here's the list of changes for Revision 1:
- Fixed player animation transitions to be more smooth
- Had some exit times on by accident in the original, as well as a slightly off numerical threshold, causing weird side effects
- Moved the player's starting point closer to the shop keeper
- This is so that the shop keeper is on screen at spawn
- Added a "..." to the shopkeeper's bubble when he isn't asking for anything
- Meant to give a very minor improvement to clarity
- Fixed sorting layers for sprite rendering
- Includes putting the flying dump trucks in front of the trash they're spewing out
- Added a score!
- Highly requested, you can now watch numbers go up as you collect and sell trash
- The closer you are to the end of your time limit for retrieving an item, the higher the score you get for selling the item to the shop keeper
- On the game over screen, you can see both your final score and the total number of items you picked up in the play-through

| Windows | https://jesterseraph.itch.io/displacer |
| Original URL | https://ldjam.com/events/ludum-dare/42/displacer |
Ratings
| Overall | 779th | 3.216⭐ | 39🧑⚖️ |
| Fun | 922th | 2.889⭐ | 38🧑⚖️ |
| Innovation | 675th | 3.095⭐ | 39🧑⚖️ |
| Theme | 427th | 3.703⭐ | 39🧑⚖️ |
| Graphics | 481th | 3.581⭐ | 39🧑⚖️ |
| Audio | 672th | 2.691⭐ | 36🧑⚖️ |
| Humor | 740th | 2.303⭐ | 35🧑⚖️ |
| Mood | 612th | 3.103⭐ | 36🧑⚖️ |
| Given | 35🗳️ | 32🗨️ |
All in all a very good game and effort. Loved the humming tune!
72 hours. And a innovative idea
@nick-shooter I agree cpmpletely! Sound and music were very much lacking. I wanted to add constant wind SFX, sounds for the flying garbage trucks of the future whirring through the air, and trash flying about. My major constraints were A: all sound and music was made and added in the final 2 hours (1 man team means something takes the L) and B: I couldn't be sure to test sound effects on junk collision in a way that wouldn't overpower the user's ears as tens of effects trigger in unison. I have ideas now to fix it but none then.
Physics was SUPER janky, and trying to figure out a solution to just keep frames from dropping as more items entered the game took me a lot of testing and effort. There's some stuff I can do to smooth out animation, but I'm a bit stumped on improving the ability to jump. That one was very hard due to the nature of the item colliders and their tendency to change or be any angle of rotation.
@darkguardsman I probably should mention somewhere that you can wall jump, so so long as you're touching something solid somewhere around your character you can jump. Helps when you have to scale the mountain of trash later in the game. I really struggled to find a way to male the trash both fall naturally and not kill the frame rate by having hundreds of rigidbodies all interacting with each other. That's why they turn static after they stop moving until you toss them. I had to make some weird, tough design decisions due to technical limitations.
But yes! I should have dropped the player near the shop. I didn't want to show the current desired item on the HUD because I wanted to force the player to have to kill time waiting for the shop keeper to tell you what he wants, just to further slow you down and let trash pile up. Then as youre rooting through the mountain maybe you see a few other shiny things and forget what you were looking for. I'm not sure if changing the game to display the want of the shop keeper would impact the gameplay greatly, but I'd be willing to try those kinds of changes out! Thank you for your feedback!
@rayne but isn't getting stuck in the middle of bad physics half the fun of Ludum Dare? ;) I'm glad you had fun! I was spending toi much time on the coding and had to stop to accept what I'd designed and redesigned over and over as I tried to make the game at least playable with the mechanics I thought of.
@magix oh thanks, I really struggled with idea generation. I was ready for a lot of the other themes, but not this one. When I got the idea for this trash hunting thing, I immediately stopped brainstorming and ran with it, so I'm glad you liked it!.
@cg-fred surely you jest, that humming is barely to a time signature and one set is slightly off-key! I'm glad you found it silly at least X) I definitely agree the controls coukd be tuned better. I ran out of time working on them, unfortunately, and had to take what I'd ended up with. Beloeve me when I say they're better than the v0.1 controls they started as. I also think giving the olayer some kind of score that they can see go up as they play would go a long way for replayability.
I was quite frustrating to see that there is no score, after playing endlessly and just giving up because I was always able to make it (even though the shop keeper was buried in trash). Maybe the timing could be reduced over time or something like that.
- Loved the humming tune
- Fun game mechanics
- Wasn't hard to pick up on what to do
### Cons
- I wish the humming tune was louder
- Something in the beginning pointing in the direction of the pawn shop would be helpful
- Levels/goals that can be met quickly would help so that the game feels more rewarding and doesn't run on too long
Overall a really fun jam game :)
@n00b Yeah, I should have at least plopped the player down near the shopkeeper. There's been great suggestions on how to inform the player without straight up "telling" the player. I'll be making a modified version later with many of the suggestions, but I'll be keeping the original copy available for download and clearly state which download is which if I make the modified version before results end.
@digital-bacon Considering how long that cloak took, it was either it or the sound/music. I played to my strengths, but next LD I'll have a couple team members to help me out. Sadly I ran out of time, and didn't want to risk "on collision enter make sound" for 400 objects bouncing around against each other without a good amount of testing and a smarter solution.
@luckydaisy Only once!? You lucky dog! Though having to dig your way into (and back out of) the trash is the most hilarious part in my opinion. That's when you really start to break the physics.
@matank @nyri0 @tinykidtoo I definitely need to add a score. I knew that while play testing, but didn't have the time and didn't consider it more important than, say, sound, music, or art & animation. I've got some other ideas for how to make it less repetitive and more pressuring, but at the end of the day this game is meant to be a simple arcade "high score" game.
@jern I'm really surprised by how many people liked the humming. I guess it's true, you are your own worst critic. Was the humming not loud enough though after turning the music volume up in the settings? I would have to re-record it an inch from my mic to get it louder. I can't really turn up the gain without getting the sounds of Toronto from outside my window.
You wouldn't believe how many police sirens, firetrucks, and ambulances went by my block while I was recording music & sound. Nothing all weekend, then almost non-stop during the recording time. With two hours left in the jam I was having none of it.
- The art style is seriously cool. Especially the player coat animation
- The mechanic of throwing something over your back really gives the impression of digging! Good job
### What could be better
- The name of the game in the start menu should be more seperated from the options
- Button to main menu in the death screen wasn't clickable for me
- The state switching between landing and running wasn't working properly (the character is "floating")
Some ideas that could be added: a forward slash which pushes through trash and explodes it away to the sides would be cool especially later in game. Some progression is also needed as I grew more and more bored after some time.
Congratulations on your entry!
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42
I actually like the humming xD once I concider that it might be the mustache man expecting his goods xD
It does make me a little unconfortable but it wasn't that bad.
I like the concept of fetching things from a trash yard.
I also like your art.
Now...it takes a little too long until mustache man decides what he actually wants. for me.
Then, it would have been great if I could release my trash into the direction of my mouse cursor. Would have been great for digging throug hthe trash xD
Sometimes the player seems like they are skating.
Jumping seems to not work a quarter of the time when i run. maybe, though, it's because I have to press up. It's not very comfy.
all in all not too shabby : D