The Deja Brew by drprettypatty
A short mystery made for ludum dare 47 - 'Stuck in a Loop'
The game is complete and beatable -- you will see a credits screen at the end! There are tips at the end of this page if you get stuck. It is possible to bet the game in around 2 mins once you figure out the puzzle.


Controls
WASD: move Space: interact
Description
You, an adventurer, find yourself entering a pub named The Deja Brew on a Friday night, oddly without any memory of how you got there. It seems lively, and there's a place to rest.
But something about it seems strange. After spending the night, nobody recognizes you the next day...

Credit
Tools
- Blender 2.8 and Krita for art
- FL Studio, Blue Yeti microphone, cheap guitar, various random objects around my house for sound. Also sampled from the sonniss.com free gdc sound pack
Hints (light spoilers, if you get stuck)
Characters teleport instead of walking. They're all wizards.
ββThe state of the pub resets every day.
Some things will happen independently of your direct actions.
There is a way to get an item if you can convince a few characters to do certain things at certain times.
There is a character in a hidden spot in the pub. If you're feeling particularly murderous for some reason, make sure to check everywhere before giving up!
| Youtube | https://github.com/zr3/the-deja-brew |
| Youtube | https://zre.itch.io/the-deja-brew |
| Original URL | https://ldjam.com/events/ludum-dare/47/the-deja-brew |
Ratings
| Overall | 237th | 3.543β | 25π§ββοΈ |
| Fun | 354th | 3.174β | 25π§ββοΈ |
| Innovation | 249th | 3.435β | 25π§ββοΈ |
| Theme | 165th | 3.913β | 25π§ββοΈ |
| Graphics | 217th | 3.609β | 25π§ββοΈ |
| Audio | 57th | 3.848β | 25π§ββοΈ |
| Humor | 45th | 3.761β | 25π§ββοΈ |
| Mood | 65th | 3.826β | 25π§ββοΈ |
| Given | 22π³οΈ | 22π¨οΈ |
Some things to add to a full game:
-Improvement of the player movement (I think i'm not the only one complaining about, but in any case, hope it'll be improved);
-Some charachters variations (diferent animations, models, etc);
-More friendly UI, the text is kind of "blinking" on the screen, even in the playable version.
Anyways, nice one!
@agentparsec ha I'm not sure if that's a good or a bad thing, but I'm glad it made an impact I guess. I have a weird habit of dropping things like that in at the end of my games π
@diefleder @flashcash0402 thanks for the feedback -- I agree, I didn't think to do that but it would make more sense as a point and click game. Probably would have been easier to implement too tbh
@jonathanfdr thanks for the feedback! To be fair, I didn't do a great job directing attention to the day and time, and there were other things I wanted to do to clarify that but ultimately had to axe them. And yeah, at the end of Saturday I had to make a list of my top priorities and ended up running out of time just before fixing the character models and animations unfortunately. Glad you enjoyed it!
@ale Thank you so much! Using state machines, coroutines, and cinemachine in unity can make it a lot quicker to implement (if you're interested, my 'gamepeanutbutters' base code has an example implementation)
One guy was hidden by the camera so I couldn't see him (the last one I spoke to)
Music was great, the humor kept things amusing. I got some Groundhog Day vibes while playing through the looping days.
@thecakeconsortium thanks for the feedback! Yes I agree, the game doesn't make it super easy to figure out where to go with the sword, and the movement controls aren't great.
@hanra yeah, I realized he was pretty hard to find when it was too late so I had to add the hint ha
@judgezedd thank you so much, this comment made my day!
@vivien-fargette @dans17 thanks for the feedback on the controls! I totally agree on that control style (camera-relative input). I've actually implemented that in other projects, will have to consider adding it to my base code to make it easier to get into my jam games in the future.