Loot Drop by Snowdrama

[raw]
made by Snowdrama for LD 40 (JAM)

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!

LootDrop1.png

LootDrop2.png

LootDrop3.png

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.

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🗨️

Feedback

Cubeeo
05. Dec 2017 · 05:02 UTC
Are you sure you made the game public on itch (windows version)?
🎤 Snowdrama
05. Dec 2017 · 05:07 UTC
They defaulted to hidden for some reason when I re-uploaded to fix a sound bug, It's been fixed now
deathray
05. Dec 2017 · 05:11 UTC
I really like the art style. The stone walls and floors look great.
Gus the Shark
05. Dec 2017 · 06:34 UTC
Holy pandemonium batman! Really like the perspective of the camera and the vibe of the game! The puzzles are clever but the controls get in the way a bit. Good work!
🎤 Snowdrama
05. Dec 2017 · 08:30 UTC
@cubeeo Thanks for the heads up btw

@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!
pRoFiT
05. Dec 2017 · 08:36 UTC
@Deathray Thanks. They look better on the tower then i thought they would. I used crazy bump for the normals. That app is great.
Polychromal
05. Dec 2017 · 13:27 UTC
With the Mac version, I just get a black screen with the 'Press A or space to jump" info text... :(
videojames
05. Dec 2017 · 21:33 UTC
Nice use of the theme
Algebru
05. Dec 2017 · 22:28 UTC
Awesome game, i managed to skip the last level :joy: , but the music and gameplay were really good
🎤 Snowdrama
05. Dec 2017 · 23:07 UTC
@polychromial I believe I've fixed the issue at this point(all versions were having that issue), but if you still have an issue please hit up the Discord: https://discord.gg/uYKDyty I don't have a mac so I can't test it.

@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
stormin365
06. Dec 2017 · 01:28 UTC
I like the fact that you are moving around the tower. Overall, a very fun game. Good Job
Thorneto
06. Dec 2017 · 01:50 UTC
This was one of the more fun games that I've played. A lot of games have interesting design but aren't a ton of fun to play so good job. The music was really great too.
🎤 Snowdrama
06. Dec 2017 · 01:52 UTC
@stormin365 Thanks! We originally talked about the Mickey Mania tower sections. (Starts at 6:05) https://youtu.be/6znkZOa5EBE?t=6m5s That kind of inspired the direction of the gameplay.
elitegoliath
06. Dec 2017 · 06:15 UTC
I really like the circular level design, like a side scroller but....cylindrical? Anyway, I thought the game was actually pretty fun overall, but it did have a few areas to improve upon.

- 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.
UnlikelyNomad
06. Dec 2017 · 06:19 UTC
Love the circular level design but unfortunately physics bugs kept getting me stuck or losing treasure on me. Also, accidentally hitting the T key was worth a few chuckles!
DanielJMus
06. Dec 2017 · 06:22 UTC
@elitegoliath thanks for the music comment! I really appreciate that. :D
VictorSimoes
06. Dec 2017 · 07:53 UTC
I saw the comments and I have only one diferent feedback I've got stucked to many times in the ladders colliders, Overwall is a fun game xD. Congrats
Grentacular
06. Dec 2017 · 08:34 UTC
I had a lot of fun with this game. Occasionally the physics would bug out and either the player or some loot would get stuck on or in a wall, but there was enough time for everything to work out... barely! I finished the game with literally no time remaining. Anyways, good job!
fangzhangmnm
06. Dec 2017 · 08:48 UTC
Greed is good and life is limited, so you should learn when to take off the bag.

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.
Hiyek
06. Dec 2017 · 08:59 UTC
![LootDropFinish.png](///raw/109/c/z/de0b.png)

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!
kraftkar
06. Dec 2017 · 10:27 UTC
Beautiful looking game. You did much good work here!

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! :)
Algebru
06. Dec 2017 · 15:21 UTC
@snowdrama you can use the slant on the left to boost myour jump straight over the gate and the wall to get the key the you can jump on the pully system and get the statuesan complete the level without using the pullys
🎤 Snowdrama
06. Dec 2017 · 17:09 UTC
@elitegoliath - Yeah most of those we knew when submitting people would have issues with. I considered last minute making the loot not have rigidbodies just because the puzzles involved picking up loot in specific places. So going in, that was kind of a known issue but I didn't have enough time to fix it before the jam ended. The thing about needing more UI also came up, like a "0/50kg to go" and a Ui thing for what keys you had in your inventory. The main reason we had you drop the bag was we were designing the puzzles around the idea that you would fill the bag to a certain weight and then drop it in one of those pulleys(see the last level) but it was mid way in and there was a bug with the bag rigidbody that caused pulleys to stop working so we axed it and I added the wooden cubes. We are working on a change to the loot anyway to make them kinematic so this won't happen. I'll be posting any updates here/twitter @SnowdramaGames once we have an update.

@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)
elitegoliath
06. Dec 2017 · 23:21 UTC
Oh I gotcha! I can totally see where you were going with it now. That pulls everything together. Too bad there was such a time crunch, the things you had in store for this game are very, very good ideas. I still think you guys did great though. There was a lot to appreciate in your game. I look forward to seeing what you make next LD!
🎤 Snowdrama
06. Dec 2017 · 23:42 UTC
@elitegoliath Thanks! I did like a lot of the ideas, I'm heading home from work now and merging in some changes and rebuilding to hopefully get rid of some of the issues.
🎤 Snowdrama
07. Dec 2017 · 03:08 UTC
https://snowdrama.itch.io/loot-drop/devlog/17445/update-11-bugfixes-bugsfixed
mcovert
07. Dec 2017 · 05:09 UTC
Quite enjoyed it - nice concept! I'd like a little more UI (what keys you have, what weight you're at), and possibly a way to pick up the cubes - I kicked a few off accidentally and had to restart levels over it, but I didn't experience any issues or anything playing through. Kicking a cube off by accident felt a little bit like getting cheated out of some time, though.
🎤 Snowdrama
07. Dec 2017 · 05:21 UTC
@mcovert yeah I was thinking of ways to fix the cube issue, the first thought was to light it on fire and after say 10 seconds it would burn up and then respawn or something, that would at least prevent you from needing to restart but would still waste some time
Alchemic
07. Dec 2017 · 06:08 UTC
I won! Cool idea, I like the cylinder level design. The puzzles were a bit glitchy and I think I completely skipped one of them, but had fun regardless. A UI for the keys is necessary, especially since some of them are very similar colors.
🎤 Snowdrama
07. Dec 2017 · 06:24 UTC
@alchemic yeah the key UI is definitely a thing we also want haha! We can't put new features in until post jam, right now it's all bug fixes. Speaking of, were you using the most recent version 1.1? and do you remember what level you skipped?(what was the core puzzle, I can iron it out from that)
valkyrie
07. Dec 2017 · 08:21 UTC
Nice use of the Blender Monkey :)
🎤 Snowdrama
07. Dec 2017 · 08:53 UTC
Hey Everyone! We added some serious bug fixes and usability tweaks to the most recent version. I think this is all we'll fix until the jam is over, other complaints would require adding new code or new assets(New UI elements) And that'd be breaking the rules!

- 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)
🎤 Snowdrama
07. Dec 2017 · 08:54 UTC
@valkyrie - I blame @rot-god
stmatn
07. Dec 2017 · 08:58 UTC
Nice game, I enjoyed playing it. However, the second to last level was really frustrating :( It took me many restarts and I lost there on my first run. Its because of two reasons: Once you picked up too much loot, you are doomed to restart the whole level and the slippery physics of the loot. On that level, I accidentially pushed the golden object down. The physics are quite strange, because sometimes objects glitch through the floor, when too many collide, making the level unwinnable and when you run up a slope, jumping makes you fly really high in the air.

Well, I like the graphics. The perspective is really great. The music is really fitting and makes the game quite enjoyable. Nice work :)
🎤 Snowdrama
07. Dec 2017 · 09:33 UTC
@stmatn Thanks! Sorry about that second to last level! We actually made a change to the 1.2 version of the game that locks down the rigidbodies because of how many people complained about things falling through the floor and falling off ledges haha!
stmatn
07. Dec 2017 · 10:17 UTC
@Snowdrama No need to apologise. Its good to make mistakes, because they show us the difference between our abilities and the possible abilities, we could have. Therefor they make it possible for us, to improve and learn. You shouldn't worry too much about that level, because the comments above show, that people finished the game, nonetheless. Just keep the mentioned aspects in mind, when you work on your next (LD-)game ;)
Nathalia Hohl
07. Dec 2017 · 18:08 UTC
It was an interesting game design and most issues were already covered in the comments. About the time, it certainly isn't lenient for people that do not previosly know the puzzles and after 2 game overs I gave up on finnishing the game. I believe it'll be great after following some of the suggestions (about movement physics, AI, being given more information etc). But considering the time constraint it was a great work, guys.=]
kerneltt
07. Dec 2017 · 18:27 UTC
excellent game great idea
rot_god
08. Dec 2017 · 06:38 UTC
Thanks @kerneltt! I appreciate it :D

@nathalia-hohl which level were you stuck on?
jasperarmstrong
08. Dec 2017 · 20:57 UTC
I had a lot of fun playing this. The music was nice, the art looked good (other than the default Unity skybox :P), and the game fit the theme well. Also, the idea was pretty novel, and it was executed very well for the most part. I had to play the WebGL version because everything except for the main menu was black on the Mac version. Also a different button than escape for pause would be nice, at least on the WebGL version, because escape exits fullscreen on WebGL. On the green level, I'm not sure if I did the pulley thing the intended way. I pushed the box into the left platform and quickly jumped to the one on the right to get the key. Something about that felt kind of weird. Other than those issues, I had a lot of fun solving the puzzles, and beat the game with 3 minutes left on my second run.
🎤 Snowdrama
08. Dec 2017 · 22:06 UTC
@jasperarmstrong - Unfortunately I don't have a Mac to test on, so I assumed it would hopefully work on Mac just like it did on windows. It's likely due to the shader not functioning properly or something, but without the ability to test on Mac I can't be sure. Good to know about the esc key, I totally spaced that, I already moved the Alt key for similar reasons, I'll make an update to add P as pause as well. Also in the green level you are 100% on point there, the correct way to beat it was to use the pulley to raise the other platform to get the key. The level had planed to have more of that kind of thing, but when adding a second one, the number of ways to get yourself soft locked tripled so I left it to the one, in hind sight it probably should have been an earlier level leaving the last one as the one with a bunch of keys.
Nathalia Hohl
12. Dec 2017 · 02:29 UTC
@Snowdrama I was stuck in the level full of keys before the green one with the scale platforms. Was it 4th or 5th? Now I could pass this one but had just above one minute left to figure out the green one, sort of panicked, got smashed on the head by a moving platform that was goind down and this happend:
![loot drop.png](///raw/fe6/3/z/e820.png)

XD
But I did have more fun this time around.
rot_god
12. Dec 2017 · 08:14 UTC
Sorry about that glad you had some fun :D