Loot Drop by Snowdrama
You trap yourself in an abandoned tower to escape the hell beast known as "Ludemon". He has destroyed your village and your only course of action is retaliation. Collect as much loot as you can and drop it on his head! Be careful, though, too much loot and you might not make it! Do it within the time limit or risk falling along with the tower. If you get stuck you can reset the level, but not the timer!



Credits
@Snowdrama - Programming, Sounds, Level Design, Level Models
@pRoFiT - Stone and Wood Textures, Button Model
@rot-god Character Artist, Level Design, Loot Models
@DanielJMus - Music
@Raistael - Testing, Bug Watch, Moral Support XD
For those playing WebGL
Please consider playing the Desktop version for the best experience, the WebGL version has the post-processing shader disabled which we think looks much better! If you must play the WebGL version please attempt to play the game in the new Firefox, the WebGL version does not like to work with Chrome and can have framerate issues, Firefox seems to run at almost full speed.
| Windows | https://snowdrama.itch.io/loot-drop |
| macOS | https://snowdrama.itch.io/loot-drop |
| Linux | https://snowdrama.itch.io/loot-drop |
| HTML5 (web) | https://snowdrama.itch.io/loot-drop |
| Original URL | https://ldjam.com/events/ludum-dare/40/loot-drop |
Ratings
| Overall | 506th | 3.512⭐ | 44🧑⚖️ |
| Fun | 517th | 3.372⭐ | 45🧑⚖️ |
| Innovation | 277th | 3.524⭐ | 43🧑⚖️ |
| Theme | 104th | 4.107⭐ | 44🧑⚖️ |
| Graphics | 537th | 3.56⭐ | 44🧑⚖️ |
| Audio | 386th | 3.321⭐ | 44🧑⚖️ |
| Humor | 508th | 3.068⭐ | 39🧑⚖️ |
| Mood | 625th | 3.211⭐ | 40🧑⚖️ |
| Given | 68🗳️ | 15🗨️ |
@Deathray thanks! I'll let @pRoFiT know, he did the stone textures and the bump mapping!
@gus-the-shark The only thing I wish I had more time for is to polish the controls. Glad you liked the puzzles though, those were my favorite thing to design. The camera we debated a bit, but I think the camera angle we went with works best, and the post processing shader we had really pulled it all together!
@videojames Thanks! We wanted to try and avoid a game that just increased in challenge like "More enemies" or "enemies do more damage"
@algebru WHAT?! Now I want to know how! XD
- I kicked some treasure down the step, which made me to heavy to go back up the stairs after I picked them up. Not sure if that was intended.
- I have no way of knowing how much loot I need to get to the next area. It also seems odd that I can be too light to make it up a ladder. I get that you want to incentivise people to gather the loot which in turns adds the "bad" mechanics the theme is asking for though.
- I found myself wanting to know how much I was carrying. Some telling number or something. That's probably just me being nit-picky though.
- Instead of dropping your entire bag when right-clicking, dropping individual pieces of loot would have been more useful. I was actually expecting that to be what would happen, if anything.
###### Things I really enjoyed.
- I thought the music was appropriate for the mood. Good job there.
- The level design. It was unique, and fun.
- The graphics are charming, and the animations were well done. I liked the textures and lighting as well.
- The physics on the loot was well done. I like the models too.
However, those artifacts makes your game very frustrating:
- The total time limits. Since it is a game with a lot of explorations and trail-and-errors. A total countdown will drive the player mad. It is a chore to retry from the very beginning
- The character controller. It is very hard to control, and the character capsule always stuck on edge of platforms.
- Physics bugs. Sometimes characters and treasures will penetrate down to the lower lever and ruined your efforts.
First off, I enjoyed this tense, physics-based brain-teaser. I felt smart when I completed puzzles, although it definitely took me quite a few tries (more on this in a moment), it was an innovative take on the theme with a couple of catchy tunes! I laughed on the first level that introduced the pullies, because I kicked the box onto the ground floor without realizing it, and couldn't for the life of me figure out how to complete the damn thing :P
That being said, there were a couple of bugs that completely made this experience frustrating as all hell, and throughout, I just couldn't wait to finish and set the game down because of them.
-This first bug wasn't a problem, but I thought I should mention that the start button for controllers doesn't seem to work. Had to hit Esc on my keyboard anytime I needed to retry a level. Again, not really bothersome, so I wouldn't worry about it.
-These next two absolutely SUCKED though. One was that some of the items would fall through the floor to the bottom level or get kicked and stuck inside ramps/stairs which made the levels impossible to complete.
-The other one was that sometimes the weight I was carrying wouldn't register at all and the ladder wouldn't let me through. To get rid of this, I would introduce some sort of fail-safe that checks against the weight (like which items are on the character/left in the level or something similar), but these bugs are understandable given the time constraints.
-One of your walls is invisible and you can walk right through it :P I don't think it's game-breaking necessarily, although I did use it on my victory run, I can't remember if it helped. SPOILER: It's the one wall on a platform by the ladder that requires a green key to get through, the other side of the wall needs a blue key and IIRC there's a blender monkey head on that platform. If you keep walking past the monkey head you can just walk right through the wall. ^-^
All in all, I think you did a fantastic job on this, given the time constraints! It's a really good idea for a race against the clock puzzle game because a lot of the time, the only person to blame is yourself for failing the puzzles (I just hated the times where the game cheated me), and with a little tweaking, I'd say you have a really awesome game here! You did a heck of a lot better than anything I could've ever come up with over the course of a weekend, so please don't take my criticisms to heart; I really do believe this could be so wonderful with a little bug squashing, as I truly adore the concept. Cheers!
Some constructive critisism (I hope).
- The music is nice but doesn't really fit the mood of fighting a demon in a collapsing tower.
- The controls feel somewhat unresponsive. This might be due to the physics you've used to move the character?
- The character gets stuck on edges and walls and the ground check is not good. Some raycast checks are needed against walls and floor.
- It's a really nice idea with the rotating tower, but I fell off the tower. The character slides further from the tower while running and snaps back in position only when stopping. You need to do the correction more often or use a different technique to keep the character in the right place.
- The puzzles are nice, but I want more information so there is less trial and error. I would have liked to know the needed weight at the start of the level (not at the exit), the weight of each piece of loot before I pick it up, the current weight of my character and even the maximum weight to still clear a jump. This would enable me to plan my run. Maybe the ability to drop each loot piece individually could solve this.
The art is really nice. Congrats on a solid entry! :)
@unlikelynomad - OMG I forgot that I had left the test key in for the ladder climb animation hahaha! Yeah the physics bugs were the big issue for most people. Sorry about that! Let me know on twitter(@SnowdramaGames) if you would like a post-jam version. We're planning on removing the item physics mostly because we designed puzzles around the item's placement so if you accidently kick an item you can get stuck pretty easy. With the item physics removed, the only way to get stuck will be jumping down a ledge you can't jump back up, and grabbing the wrong loot(See level 2 with the fools gold chest that makes you stuck if you grab it!)
@victorsimoes - That's the first I've heard of getting stuck on the ladder collider! I'll make sure the ladder doesn't have a collider in the post jam version
@fangzhangmnm - The time that was chosen was supposed to be pretty lenient, taking into account that people would have to restart, but I can see it being rough if you're trying to explore everything, and the physics bugs are really killer, something we're working on fixing(by making the loot not move anymore) As for the character controller, I tried to fix that by allowing it to slide by having no friction on the player collider but I think that the pointy edges of all the platforms made that still an issue, Something I'm discussing is to round all the pointy corners in the same bug fix version that has the update to the item rigidbody physics.
@hiyek - Glad you were able to finish the game! I actually discovered that the button we had mapped to start is actually clicking the right stick, I misread what button number is start. For the physics items falling through the floor we're removing the rigidbody, we did clever loot placement where picking up loot is strategic, and there have been lots of "I kicked it off the platform" and "it fell through the floor!" so we're making them static in an update soon. DANG IT I THOUGHT WE FIXED THAT WALL! hahaha anyway no worries! We knew the entry wasn't perfect when submitting but we agree it could be great with some work!
@kraftkar - Appreciated, we had originally been going for a Crash Bandicoot kinda soundtrack, a upbeat kinda jungle-y sounding thing. The controls can definitely be finicky I think I know how to fix it but yeah definitely can be messy. We plan on rounding the mesh corners to mitigate getting stuck on platforms, it only happens because the mesh corners are pointy. That falling off the tower happened to me as well, it was introduced in a bug fix that fixed jumping so we've got something in for that. We were also talking about adding in UI for the weight needed and the key inventory. We discussed dropping loot but we decided that part of the puzzle was deciding when to pick up loot and when to not(we tried to introduce that in the second level we dubbed "fools gold") As well as when and where to drop the bag in certain instances.
@algebru - AHHH yeah I forgot to pull the ceiling down in that level so you couldn't go over the door(probably fixing in the next build)
- Ported to WebGL, works great in FF Quantum, not so much in chrome.
- Objects are now kinematic so they do not move(No more kicking them out of the level!)
- Monkey statue is 25% smaller to make jumping over it easier(Get out of the way!)
- Platforms have less friction now, getting stuck on corners is eliminated(mostly) Introduces new ~~bug~~ "feature": Slopes now let the player slide down them(Wheeee!)
- Camera in ending scene is now using the post processing effect(Shiny)
- Ceilings have been brought down in various levels to prevent(You cheaters!)
- Input for pause on controllers is now the correct button(Start in case you're wondering!)
- Scenes that shouldn't have pause menus no longer open the pause menu.(Yo dawg I heard you like menus)
- Made snapping to the circle more reliable at lower framerate or during frame dips. No more falling off the level!(Hopefully)
- Added an extra axis so that the D-Pad works the same as the analog stick(For those anti-analog fans out there!)
- Changed the highlight color so it's easier to see what you are highlighting with a controller(Yes you can navigate menus with a controller!)
- Changed the Drop key from Left Alt to Left Shift(Now WebGL users can drop the bag without also opening a menu and pausing the game!)
- Tweaked some physics settings which are minor but will subtly make the controls better.
- Reduced grass particles on the terrain in level 1 to try to get better framerate from Chrome WebGL(Firefox Quantum still has a higher framerate)
Well, I like the graphics. The perspective is really great. The music is really fitting and makes the game quite enjoyable. Nice work :)
@nathalia-hohl which level were you stuck on?

XD
But I did have more fun this time around.