The Tale of Earl by dans17
Meet Earl, a parasitic alien worm scouring the universe for food. You start with nothing, not even a whole body, but you can inhabit the bodies of humans in your path. Help Earl infiltrate a spaceship and inhabit the captain so you can redirect the ship to your home planet and feed your species!



Controls:
- AD - Move left and right
- WS - Use hatches and ladders
- E - Inhabit body
- Space - Jump
- Mercenary: Click to shoot
- Strongman: Click to punch
- Officer: Click to use sword
- Robot : Cannot be inhabited
- Scientist: Pick up key-cards and click to open door
Tips:
- Use hatches to walk through the floor undetected, then inhabit enemies while you are underneath them
- You can only inhabit a body for a limited amount of time, and afterwards, it will make you sick for some time
- As Earl, you can reach the next floor by jumping up and going through a hatch
Passing an alien scanner will alert enemies and cause them to attack even while you are inhabiting a body
Created By: Daniel Sousa | Sam Westerlund | Andrew Potach
| Youtube | http://samw.co/ld45/ |
| Youtube | https://drive.google.com/file/d/1uRxHBNfNbBFS9o4v-9nFXV0XVYHmWsjH/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/45/the-tale-of-earl |
Ratings
| Overall | 335th | 3.653⭐ | 51🧑⚖️ |
| Fun | 375th | 3.51⭐ | 51🧑⚖️ |
| Innovation | 277th | 3.582⭐ | 51🧑⚖️ |
| Theme | 621th | 3.235⭐ | 51🧑⚖️ |
| Graphics | 424th | 3.735⭐ | 51🧑⚖️ |
| Humor | 465th | 2.911⭐ | 47🧑⚖️ |
| Mood | 435th | 3.48⭐ | 51🧑⚖️ |
| Given | 72🗳️ | 35🗨️ |
Besides, I liked your take on the theme "You start with nothing". I expected some power-ups along the way, but you sticked with the "nothing" part. That was nice !
Other than that, the game is very good, congratulations!
Nice.
But pretty fun. Yet another not often explored concept in games.
Good job and props to the team.
Getting insta-killed was annoying. There were two main ways it happened that could be fixed:
* When you finish possessing an enemy they can kill you immediately. I ended up dealing with this by always finishing above a hatch and going into
the hatch immediately. A way to mitigate this issue could to be add a post-possess cooldown/sickness that briefly prevents the victim from doing anything.
* When you jump up to a hatch from underneath you also pop up to the next floor. Maybe add something (debounce?) that prevents the player from going up again immediately.
The physics were a bit glitchy. It can do things like make the player pop through the floor when walking quickly over a hatch, or make your possessed character get stuck half way through a floor and never be able to get out again.
Could also add more telegraphing for enemy attacks. e.g. a brief ! reaction before they start chasing and attacking.
Make it clearer what each scientist is carrying.
Also, the "possess" text is flipped when the target is flipped.
I ended up winning by abusing the mercenary's ability to kill things at range and through floors.