Protect the Sand-Worm! by Jofish
Loosely (very loosely) inspired by Frank Herbert's Dune, this game sees you defending a poor sleeping sand-worm from an onslaught from above, and all you have to hand are a seemingly infinite number of rocks, and the strength to throw the heck out of them! Will you defend your huge friend, or will your efforts ultimately do more harm than good?
Enjoy, and please note that the highscores aren't actually saved, but instead are only counted for the session. My high-score is 15, but I've seen higher. (EDIT: My highscore is now 21)

This is my first Ludum Dare entry, and I'm a little sad to see it go. What started as a grandly ambitious project descended in the final hours into a panicky, spaghettified mess that crashes sometimes for no reasons I can understand. That's game jams for you, I suppose.
Here's to the future, to Ludum Dare 47, and to many more spaghetti messes to come.
Controls:
- W - Jump
- A/D - Move left/right
- Left/Right arrows - Aim
- Up/Down arrows - Rotate aim
- Shift - Charge throw
- Space - Throw
- F1 - Toggle Fullscreen
- Esc - Pause

Changes:
v1.1 - As it was at the Jam deadline.
v1.2: This is the last version of the game that counts for the Jam. Any more changes than simple fixes or optimisations are, in my opinion, too big to be in the spirit of things. These include different control schemes (mouse aim, gamepad), saving highscores to the computer rather than just for the session, and an options menu. The changes I have made are listed below: - Fixed one crash bug - Fixed the issue of the player occasionally getting stuck on scenery - Made the tutorial screen and game over screen a little prettier
| Youtube | https://msjofish.itch.io/protect-the-sandworm |
| Original URL | https://ldjam.com/events/ludum-dare/46/protect-the-sand-worm |
Ratings
| Overall | 1123th | 3.539⭐ | 40🧑⚖️ |
| Fun | 1066th | 3.395⭐ | 40🧑⚖️ |
| Innovation | 949th | 3.421⭐ | 40🧑⚖️ |
| Theme | 924th | 3.789⭐ | 40🧑⚖️ |
| Graphics | 1186th | 3.658⭐ | 40🧑⚖️ |
| Humor | 960th | 3.081⭐ | 39🧑⚖️ |
| Mood | 756th | 3.649⭐ | 39🧑⚖️ |
| Given | 30🗳️ | 53🗨️ |
@nothing The comment about aiming up is interesting, and not something that occurred to me when I was making it. I wonder if limiting the vertical aim angle would be better, or just frustrating. Certainly with the arrow key controls I expect it would just feel even more clunky.
@peterfiftyfour I realise now that mouse controls would have been much better - at the time, I was laying groundwork for gamepad support, though I didn't end up having time to implement that.
Indeed, it's a hard game, the fact that you need to aim with the arrows instead of the mouse is difficult, but it's a very good game nonetheless! With a bit of practice I'm sure I can go very far!
The artstyle is great, and the music adds to it! Also... bonus point because Dune~
Well done!
@maskrosen Originally, the power button and fire button were actually combined, but I found that you would line up your shot, then tap fire, and the aim would jolt slightly before shooting, meaning you could never be totally accurate. I think combining them would make sense with a pull-back mouse-aim system, however, which is something I plan to add once the jam judging is over.
@polarfuchs I'm really sorry! My arrow keys are nice and beefy so that wasn't really at the front of my mind.
It' crazy what game ideas people have. Good job on that and also in general for finishing your game. I love your honestly about how you got stressed out completely at the end, which is normal for game jams. I participated in a few game jams already and only I had only 1 or 2 where I was really finished with everything at the end and super happy with the result. But in general, there is always something that can be improved. It's kind of a curse of developers or programmers. It is important to keep track of all the things you have to do and don't be to ambitious for a game jam, because there is just not enough time. Identify the important mechanics and focus on them first and then add stuff if you have time.
Back to your game now.
As you already now, the aiming mechanics are very weird. I would have personally removed the strength because there is no real need in changing that and also the left and right could just be from the normal movement direction. It would also be cool to make the enemy hitbox a little bigger. Does not make the game much easier because you still have to aim, but you should always tweak the game in a way to make it a little easier for the player and harder for the enemies to hit you (if you have any). This will make the player feel better, because they perform better in your game. However, don't use this if you are making a multiplayer game, there it should be quite tight with the controls/hitting/whatever mechanic to really focus on the skill of the players playing against eachother.
It would also be cool to keep aiming while running to be faster at clearing the waves. I really liked that you implemented the enemy indication arrows.
Other than that I enjoyed your game. Highscore was 12.
maybe a coincidence tho, just sayin'
My strategy was to aim straight up at max power, and then run beneath the bugs to shoot them. Was working pretty well, but a bug ate the worm that I was standing on and my character got stuck (the bug bugged the game :cry:)
I think it would be cool if there were some powerups or other enemy types to spice up the gameplay. Love that your game is a Dune reference :smile:
++ super good atmosphere building.
++ the music and sound effects are killer
++ impacts from rocks feel really powerful
-- the controls are a little wonky. I feel like I would have preferred using the mouse and having more enemies
-- I felt like there were times where I didn't know where the things I needed to hit were. Maybe greying out the "swarm" or making there not be a scroll to the stage could help!
Having said that, I like the simplicity of it and the mood/aesthetics of the game fit really well not to mention that allow the player to also cause the demise of the worm is a nice challenge.