Dung Beetle by Louspirit
Welcome every one,
This was our first game jam as Mineo Games (5th LD altogether), we are happy of the result considering that only half of the team was fulltime.
Note : We made everything except the ground grass / water / rocks textures that are from Unreal starter content.

Play here :smile_cat: : https://gamejolt.com/games/DungBeetle/251581
Sinopsys
In this 3D game, you will play as a Dung Beetle who wants to bring food at home. But sometimes the world does not go easy on small creatures.
Controls
You can use either a gamepad or a mouse and keyboard.
Mouse/keyboard
- Z/W to move forward
- Q/A to move left
- D to move right
- S to move backward
- Mouse to look around / orient the beetle
Gamepad
- Left analog to move
- Right analog to look around / orient the beetle
Team members
- Clemzd : developer & music maker
- Liing : designer
- Louspirit : developer / animator
- Popo44 : designer
Pictures

You can contact us on contact@mineogames.com and visit http://www.mineogames.com
| Original URL | https://ldjam.com/events/ludum-dare/38/dung-beetle |
Ratings
| Overall | 413th | 3.325⭐ | 42🧑⚖️ |
| Fun | 508th | 2.925⭐ | 42🧑⚖️ |
| Innovation | 386th | 3.125⭐ | 42🧑⚖️ |
| Theme | 322th | 3.55⭐ | 42🧑⚖️ |
| Graphics | 389th | 3.5⭐ | 42🧑⚖️ |
| Audio | 308th | 3.125⭐ | 42🧑⚖️ |
| Humor | 307th | 2.811⭐ | 39🧑⚖️ |
| Mood | 443th | 3.125⭐ | 42🧑⚖️ |
| Given | 164🗳️ | 66🗨️ |
I think the controls need to be more tailored to your theme, though. I didn't feel like a dung beetle rolling a ball - controlling him was more akin to pushing a ball around with a pole. The dung balls slipped around more than it really should if it was gripped at multiple points. I think being able to have a solid grip on the ball, but having to manage it's momentum might give it a better feel. Players would still lose control and have to fight to steer it, but there would be more room to develop skill.
I also think your textures could have used a bit of tweaking. Your grass was cool, but seemingly only a single-sided texture. It seemed OK when viewed from the top, but from a dung beetle POV sometimes blades of grass would 'pop' into view as you walked by them. I also would have loved a fun dung texture for the ball,instead of what looks to be a rock. You could take a base brown color, run it through some noise, and use the noise values in your material to tesselate the sphere for a clumpy look that doesn't affect your physics, too.
Overall, a good entry that I think could be a fun frame for some polish.
I disagree a little with @endlessplumber, I think the pushing mechanic was difficult but I thought it worked pretty well. I was able to get a lot better at it by the end. I also really liked how the ball moved, it moved like it was kinda "lumpy", its' hard to explain but it reacted very well.
The last two levels were especially fun, I thought. I also really liked the little transitions at the beginning of the levels, that was a great touch that I don't usually see in LD games.
The bug animations could definitely use some work, but I expect you knew that. All-in-all very fun, do keep going on it.
Really solid game, my first Unreal game in the jam. I think the levels were well thought out, and the mechanics were solid... I think the animations threw me a little, and the character controller was a little stiff and unforgiving.
I didn't know at first that the ball was my dung but once I figured it out it was okay.
The controls were fine for controlling the beetle but they were awkward for pushing the dung around. I kept feeling as though the dung would drift to the left or to the right. Maybe a "grab dung" button would help? Or if the collision at the front of my beetle was slightly concave so I could trap the dung and push it around more easily?
I like the progression of the levels and how each level introduced a new concept/mechanic.
My first impressive was that the graphics is nice. It's a funny setup as well.
I think you need something to make it more interesting, maybe the pile gets smaller as you go, so there is a limit to your moves, or maybe you need to steal the crap from another beetle. I also think the controls could use some work, its hard to control, I get that it's the point, however I think the best way to go about is to make it hard to master, but there is a way right now it seems really random how you move the dung.
I really liked the music as well, and the camera moves are pretty slick. Gratz on creating this game :)
感觉是目前玩的最好的LD38游戏!整个点子很有趣,也契合主题。画面生动,精细;尤其是运镜很舒服。背景音乐有点紧张的感觉,同时底噪又提醒玩家这是一个开阔世界的小小角落,氛围不错。我卡在那个有很多树枝掉下来的关卡,看着粪球一次次被碾碎感觉真的好肉痛T-T
Great work!
If you have time, I would appreciate you checking out our game: https://ldjam.com/events/ludum-dare/38/run-cola-run
@fenwick Thanks :) It was our first character animation, so we have to rework it. The first step will be to animate only when moving and at the right speed.
@OccultOne Appreciate the stream!
@Skywilly Thank you very much, and we really appreciated your stream :)
@uvwar We had not noticed that!
@Bunnery Its funny :) They are birds from my garden!
@candlesan Yeah the beetle uses its back paws to push its dung. We hesitated for the grab feature but the gameplay is based on not letting your ball fall, so it should'n be too easy.
@Jason Kennedy The mac version is now released ! Please give it a try :)
@Jerm Thank you
@Dev Dennis we will release soon a new version with easier controls
@valiap Thank you very much! It was clearly the message we wanted to give.
Great entry!
@jk5000 It is true that we didn't manage the backward anim, OK it's noted
@tuomo We've tried to fix that in the incoming version
@demyhallar Have you played with the settings ? We have tested the game on a 2016 MacBook Pro 13" its works smoothly in LOW settings (especially shadows)
@mooncalf It is not easy but we are working on it 😊
Good idea with good theme fit. Nice beetle model and good overall package.
BTW: works fine on my 2013 iMac 27" at highest quality levels.
Some suggestions (as I always do):
+ :pushpin: Gamepad Deadzone
+ :scroll: There is no deadzone. A lot of analog sticks (like mine) still emit residual inputs in resting position (e.g.: 0.01), which leads to a slight and constant camera rotation or walking motion by the simple fact gamepad is plugged.
+ :bulb: When reading gamepad input, instead of doing this:
+ if (InputAxisX)
Try doing this:
+ if (InputAxisX **>= DEADZONE**)
I often use 0.3 or 0.2 as value for DEADZONE. Some people add an item in options with a slider ranging from 0 to 1.
+ :pushpin: Animation Sync
+ :scroll: Beetle's pushing animation is always the same, even when you walk slowly. This is a simple detail that could make your game look way more polished if changed.
+ :bulb: Set pushing animation speed to a value **proportional to xinput**:
+ animationSpeed = moveSpeed * xinput;
+ :pushpin: Player/Dung Controller
+ :scroll: Dung control is very very physics-based and feels too out of control, because the physics is push-only. I suppose you are applying force to ball on contact using as force the Vector3 that goes from player's center to dung's center.
+ :bulb: When we push stuff, we also hold it with the friction from our hands to prevent it from slipping away. You could simulate this and reduce ball sliding/strafing by using as force the Vector3 that is **playerCenter + Vector3(playerInput.x, playerInput.y, 0)** assuming z is up axis.
+ :warning: When doing this, do not forget to limit yourself to the case in which **y > 0** (use an if statement), or you will allow the player to pull Dung towards self.
+ :pushpin: Dung texture is fit for a plane UV map, not for a sphere one.
+ :scroll: Dung texture looks stretched closer to the poles and sides.
+ :bulb: Editing sphere UV map in a software like Blender or repainting the texture over the current UV map should solve this issue.
+ :pushpin: Credits Screen cannot be canceled.
+ :scroll: Credits screen cannot be interrupted on missclick.
+ :bulb: In credits screen do this:
+ if (ConfirmInput) //jump to Credits Final State
I hope my comment helps you in this project. Good job and let's keep improving! :grin:
Sorry, but I really didn't like the game very much. Just using what felt like default game engine physics to push a ball wasn't an engaging experience for me. I mean, I love playing with video game physics, but this just reminded me of some minigame section that they'd shoehorn into early 360/PS3 console games where you had to push a ball around pits for a level for the sake of variety. I'll be honest, I quit after trying the level with the wind puffs.
Oh, also you recommend a controller (I agree wholeheartedly!) but the main menu does not take controller input.
Super nice to look at, but not a fun game to play.
Well done, guys!
Don't htink I have much bad to say about this; yes, the dung would slip out of your control when strafing left and right, but if it did stick with you as you turned there wouldn't be much of a challenge. The dung felt like it had the right weight to it and didn't go rolling off with low friction as you might expect from lesser-polished games.
Art was good, the music was enjoyable. I laughed at the wind sound effect :) Overall, great humour and mood!
This was a lovely cute game! I love the idea and despite that there are so many other games that need reviews I played this one anyway!
Free coockie !!!! :cookie:
Not only have you got a great **looking** game here but a very well balanced one. The wind level took me about 7 or 8 attempts to complete but at no point was it a case of "that's not fair" - it was all on me. Me versus the dung! (How often do you get to say that???)
If you forced me to criticise then I would say: when I fell into the holes in the second level - it seemed to restart too quickly - I would have preferred to see my little beetle fall into the water before the restart - but of course this is a minor thing!
Excellent game! Well done!

AIIIIIIEEEEEEEEYAAAA! Love this lil stinker!
https://www.youtube.com/watch?v=pcx-zIJDIVM