Anibun Help Me! by aeveis

Description
The Anibuns need your help to survive an incoming onslaught of Disasterwisps! Make sure the Anibuns can get through these tough times! Guard can defend against Disasterwisps or heal your teammates. There are books scattered across the level that give more insight into each Anibun's strength and weaknesses.
Thanks for playing!
Update 4/21/20: Input bug with guard button not working fixed.
Controls
- [Arrow Keys] to Move
- [Z] to Dash
- [X] to Guard
- [C] to Swap Anibuns
Tools
- Art: Gimp
- Library: HaxeFlixel
- IDE: Visual Studio Code
- Music/Sound: OpenMPT
- Level Editor: Tiled
Ratings
| Overall | 337th | 3.622⭐ | 43🧑⚖️ |
| Fun | 540th | 3.25⭐ | 44🧑⚖️ |
| Innovation | 387th | 3.463⭐ | 43🧑⚖️ |
| Theme | 506th | 3.695⭐ | 43🧑⚖️ |
| Graphics | 35th | 4.395⭐ | 45🧑⚖️ |
| Audio | 356th | 3.308⭐ | 41🧑⚖️ |
| Humor | 612th | 2.543⭐ | 37🧑⚖️ |
| Mood | 299th | 3.5⭐ | 41🧑⚖️ |
| Given | 40🗳️ | 57🗨️ |
When I was playing with the keyboard, the guard button didn't seem to be working. Refreshing seemed to have fixed it for a little while and then it stopped working again. I looked through the source code a little bit and it seems that having a controller connected causes the guard keyboard control to stop working. (I think the problem line is line 170 in KeyState.hx btw)
But other than that, very nice!
The game plays very nicely and was fun to play! I really liked dashing around, felt a little like playing Celeste.
Definitely agree with the multiplayer suggestions that other people have made; would make a good co-op game.
@criggles I spent awhile making the dash feel good so thanks! It is most fun dashing on the Jumpy Anibun (the albino one). :)
@nate954 Thanks! Maybe I can add it as an option for a post jam version. I thought about local multiplayer but I would have to rejigger how the controls are currently handled and would need to add additional UI to it's more clear who's who.
@brian-teng Thanks, I had the system of varying attributes in mind first for the different powers. They are based on Empathy (Helper) vs Hardiness (Endurer) and Experience (Veteran) vs Motivation (Jumpy). They aren't exactly opposing attributes, but it made it easier to figure out where each anibun's strengths and weaknesses were.
Pausing the game would probably help. I'm currently reusing a base code for displaying text that I'd like to update sometime so it's not a pixel font and more readable.
@james-kusardi thanks a lot!
@kwaku There's not so much a plot as it is about figuring which anibuns are good at what and using them to survive. There are 5 different waves, but I ran out of time to add when the next wave is starting. Each wave the wisps are faster and spawn faster.
@amkingtrp I may have ran out of time to add a game over if all the anibuns die :sweat_smile:. They are just crying though so I guess they made it through and just had a very bad day. I will have to see about multiplayer post jam, thanks!
@ladycerberus thanks! you can see thoughts above about multiplayer.
What it lacks currently is captivating gameplay. I'm not sure what the different attacks and abilities do, so in the end I just used the force bubble of each animal to fend off the enemies.
Also, while I've done my best to read as many manuals scattered in the world as possible, I didn't feel like I was given enough time to utilize the knowledge each one game. I didn't know the name of each animus were, so I did struggle to associate their default abilities with what each book had to say. Not to mention the slow scroll of text and ever approaching wisps meant I couldn't stand still and appreciate the text. That's too bad, since each of them provided how to revive the other characters, but I couldn't read fast enough to grasp how.
Experience wise, controlling the group felt like herding cats, which while frustrating, did feel like was the point of the game and the charm of it. I definitely would have felt more bored if the characters stood still, and I stuck to the strategy of gathering them into a single location, and spammed guard; occasionally swapping characters when the current one hits their cool-downs, and repeat the process again.
Like @ck656 I would have appreciated a better camera: the look-ahead was poor enough I couldn't really see the Willows coming over in advance quite often. I couldn't tell if the stun animation provided temporary invincibility, but especially towards the later parts of the game, I felt I had a lot less movement control with each character as the wisps overwhelmed everyone. As such, I felt I won the game, not through skill, but shear luck.
Phew, that was long. I hope I didn't come off as too harsh.
@sodap thanks! I didn't know if I would have time for AI, but ended up doing a quick thing where every 1-2 sec they choose a random action or move in a direction of the current player.
@jefvel thanks! I didn't have time to properly introduce the systems in the game and didn't have much time for balance, but using guard is the most straightforward way currently.
@ck656 That's good feedback on the camera follow! I didn't want the camera to follow directly as I wanted the player to see distance with the dash, but I also didn't tweak it as much.
@omiya-games not too harsh, I think it's good feedback. You address a lot of the things I basically ran out of time for haha.
I spent a long time on the dash but it's actually probably underpowered while the guard is overpowered. Technically you can dash past a wisp to get away from it, but this is really only possible with the white (jumpy) anibun (animus/anima was the root word I was thinking of). The dash probably needs something else like invincibility frames or may work better against other enemies (if I come back to this).
With the manuals, I realized I was not going to have enough time to cover the systems I had planned in the game that the player would understand it, so I added the manuals to try and hint the players with experimenting with the controls and figuring out how things where different. This is sort of possible if you experiment at first and just avoid the wisps, as killing the wisps currently progresses the wave. Originally I was thinking of having a character select screen and having more of an intro, but that's a lot of UI work that didn't make the cut haha. Another idea is to have a tutorial stage where I run through the different moves, but again that also made the cut.
The AI is pretty simple where the characters just choose a random action every 1-2 secs, though when they move, they will also move in a direction of one of the anibuns (though they usually move past). I think strategy of using guard is probably the most straightforward one as of now.
For the camera, I did experiment with it zoomed out more, but decided to keep it to add to the frantic-ness, though yeah could use better look-ahead. The stun currently does not provide invincibility, so it is possible to get overwhelmed and the wisps can lock up a character until they cry (or even after they cry haha).
As for the design, the intent was more for a feeling of "making it through" versus "winning," but this was my first attempt at making a strategy-like game with several things to balance, so wasn't sure how much I was going to get through as there were a lot of interacting systems that wasn't sure would work out. At first I wanted it so you had to depend on the other characters to survive, but I didn't really plan for making a full fledged AI so instead let you control the different characters with simple AI, so I'm glad you made it out! Thanks!
@ordineu Thanks! I was hoping the manuals would provide a bit more interest in the characters and some insight into the design, as well as give the player a reason to explore the map a bit.
I wasn't really sure what I should be doing - for most of the game there were so few enemies that there was no threat. I went exploring and found books about 3 of the anibuns. Dunno where the last book was.
When the final wave arrived I was luckily pretty grouped up, so managed to do ok mostly button mashing (trying to swap and guard). I survived, but with very low health.
Some minor feedback:
- When I was exploring, the camera didnt move until I was really close to the edge of the screen so I sometimes thought it was the end of the map, and I wasnt able to see what I was walking into.
(larger screen in general would help with seeing approaching enemies and nearby allies)
- When I was reading I tried pushing buttons like Z and C to make the text continue and I would dash or swap away from the book.
@foolmoron yeah I agree, thanks for the feedback!
@almost Yah, there's not super clear direction and some of it is still in a sandbox-y state. That progression was more intentional though to let players explore a bit and then figure out the controls. Thanks for the feedback! I'll probably need to experiment with the zoom level or camera deadzones more. For text, I actually changed it to be up/down arrow keys to progress, but I didn't really make that clear either. Thanks!
@ruthiepee Thanks!
The different traits of each Anibun really stuck out to me and it was interesting learning about each of their strengths and forming strategies!
I really liked having allies, it's not something I have seen in any of the other games I've played, and I enjoyed being in their company! Beautiful entry!