Abortion Boy by Saering

Abortion boy lets you play a fetus that has been diagnosed with the Fortnite syndrome. Surgeons had declared they had to abort you, so you will have to escape their terrifying hand by finding an exit 3 levels in a row. Each level, the fetus will sacrifice a part of his body to be able to keep going, so get ready to play a rolling fetus head !
Controls : WASD / ZSQD (for french keyboards) for movement, mouse for camera.
"TAKE THE L" DANCE : F
Have fun and feel free to tell us what you think about our game !
*/!\ It is possible that you get out of the map due do some collisions issues, if that happens to you, just get back to the main menu and restart. We're not fixing this since the deadline is over! /!*

We did some posts where we talk about our processes making the game, make sure you check this out if you're interested!
VFX Breakdown - How to make a waterfall - Maxime CATEL
Simple level procedural generation in a few hours - Robin SIX
*/!\ It is possible that, if you play on lower resolution, the controller moves too fast. /!*
| Windows | https://www.dropbox.com/s/uuybkus7hn6yeji/Abortion%20Boy.zip?dl=0 |
| Windows | https://saering.itch.io/abortion-boy |
| Original URL | https://ldjam.com/events/ludum-dare/43/abortion-boy |
Ratings
| Overall | 564th | 3.377⭐ | 108🧑⚖️ |
| Fun | 615th | 3.142⭐ | 108🧑⚖️ |
| Innovation | 713th | 2.919⭐ | 107🧑⚖️ |
| Theme | 754th | 3.1⭐ | 107🧑⚖️ |
| Graphics | 355th | 3.835⭐ | 108🧑⚖️ |
| Audio | 242th | 3.552⭐ | 107🧑⚖️ |
| Humor | 245th | 3.41⭐ | 107🧑⚖️ |
| Mood | 173th | 3.771⭐ | 107🧑⚖️ |
| Given | 49🗳️ | 38🗨️ |
I had a lot of fun playing your game but i died a lot because i danced too much in front of the hand x)
(Nice anus portal texture)
Nice game! I like the graphics and audio!
Overall, though, good work!
Still a lot of fun! I really enjoyed it. Congrats!
PS : Thank for the procedural article.
Great graphics and animation, sounds are also good. I enjoyed playing this.
I don't know how to feel
That was great I think
An entry well done! :D
(Little too easy.)
You did so well at the mood of the game ...
Very well done
I don't know if it's a bug with the random generation of the levels or what, but it doesn't feel as "easy" as several comments are saying. Also, someone said you move quickier from level to level, but it certainly didn't feel that way. Quite the opposite.
A bit dissapointed, because the art reminded me of Agony and the intro made me laugh a lot. I want to see what you guys do in the future!
I really appreciate that you took the time to give me your opinion though!
Controls felt ok to me, perhaps a little more friction on stage 3 would be good though. If people are having different behaviours on different rigs your code might be frame dependant - make sure you're considering delta time!
The music was on point as were the SFX.
And well done for nailing your concept so well with such a large team, it can be hard to stay aligned in such a short period of time.
My only real critique given the jam scope would be the lack of land marks in the rooms, they tend to blur into each other making getting lost and/or looping on your self too easy.
But overall a fantastic entry with a high level of polish and fun gameplay. Congrats :smile:
Well I did consider the delta time, but I'm trying to think I did it wrong somewhere in one of my scripts, so you must be right about that haha
Otherwise I'm glad you liked the game and the involvement we put in it ! And yes, we should have thought of some land marks instead of making bones, rocks and dead bodies I guess :laughing:
The game itself was pretty easy. Navigation was a bit of a pain since there are so few landmarks to help navigate but Overall this was fun.
Had some difficulty finishing it, but that was worth it!
Amazing work on mood, audio and graphics, and everything actually! I can't help but give a full score! :)
Dark setting, decent difficulty, generation and good graphics. I mean it has a lot of good qualities! I did find the physics a bit wonky and navigation was hard at times, yet I did have fun and played through the game :)
Nice graphics and audio. Nice atmosphere too, I was scared of the "abortion hand" all the time!
The game has some odd balance issues that I think if worked out would make the experience a lot more enjoyable. For starters, at the beginning of the game when a player is still trying to figure out the controls, the surgeon hand spawns right at the starting position, so if the player didn't already know what to do they would instantly get a loss, which could be confusing. The "take the L" animation was funny but ultimately really confusing as I tried repeatedly to figure out if it had any gameplay purpose (as far as I can tell, it didn't). I would have been more inclined to use it if it actually did something, or if the gameplay actually had any break points (which it didn't).
As already mentioned, the movement speed in level 2 seems to be slower than the surgeon hand. I was only able to complete the level by speed-strafing (https://speedrunwiki.com/Speed_strafing), since moving diagonally moves you at a faster rate than moving in one direction. This was the only way I could outrun the hand, so I had to play the entire level with an offset camera view.
I think I got rather screwed over by the level generation in level 3 so I couldn't complete it. I couldn't discern the purpose of the ramps with arrows in them, besides slowing me down. The physics in that level were rather confusing as normally the head rolls around very quickly but when it hits certain obstacles it grinds to a halt and takes a bit to get started again.
Anyways, gameplay gripes aside, the music certainly does a good job of bringing an "intense chase scene" feel and the disembodied hand is aptly frightening; makes me quite thankful that the Wallmasters in Zelda didn't run around chasing me. The shaders and textures used here obviously had a bunch of thought put into them, though I feel like that effort is a bit wasted since there is really no time during the game to appreciate any of those visuals aside from a passing glance. The uniform red lighting really works to cement the mood of the game but at the same time makes the level layout a bit less readable. Some sort of more clear lighting or shading difference to indicate entrances into other rooms might work well for better readability.
I honestly wonder if this would have worked better as a stealth/horror-type game instead of a constant chase sequence, as that would allow the frightening nature of the hand to add suspense and allow some more of the visual details to really shine through. Ah, but it's not really my place to tell you guys what your game could or should be!
Great job on your jam game and thanks for the devblog writeups as well!
A bit short, but not bad.