Keep Them Alive by Prototype Jon
After 3 sleepless nights we successfully completed our first Ludum Dare! Please check it out and let us know your thoughts.

Synopsis
As you wander through an unknown facility you find helpless wanderers and a familiar furry friend. They're trapped in the corridor with you. Following close behind are the monsters. The only way out of each room is to guide a specific number of allies to the end. But know, that sacrifices must be made. Keep as many of them alive.
Made By
PrototypeJon (Artist, Designer)
LeoTheLegion (Lead & Tools Programmer)
Aura (Audio & Effects Programmer)
Controls
Move = WASD; Left Click = Follow; Right Click = Stop;
| Youtube | https://sharemygame.com/@LeoTheLegion/keep-them-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-them-alive-7 |
Ratings
| Overall | 2180th | 3⭐ | 36🧑⚖️ |
| Fun | 2318th | 2.632⭐ | 36🧑⚖️ |
| Innovation | 1515th | 3.136⭐ | 35🧑⚖️ |
| Theme | 1286th | 3.632⭐ | 36🧑⚖️ |
| Graphics | 1669th | 3.279⭐ | 36🧑⚖️ |
| Humor | 1677th | 2.417⭐ | 32🧑⚖️ |
| Mood | 2037th | 2.855⭐ | 33🧑⚖️ |
| Given | 46🗳️ | 42🗨️ |
All joking aside, I loved the concept and execution (uh.... haha)! Honestly for me the only bummer was I kept forgetting that the wall pieces had that little bit of floor on them that was still solid, so I kept on trying to move there. I did really love how you sold the theme with the level design, which I think is really hard to do. Excellent work! Also, hello fellow Prototype!
It's a bit fast and there should be something to signal the player that crew member is following him. And I'd like to have checkpoints... But the game was fun and and the spaceship setting is cool :)
Some possible areas for improvement:
* I'd like to see the rules more clearly established in-game; it was a while before I understood that the numbers at the end(?) represent the number of children who need saving. Making that goal clear at the beginning of the scene would be motivating and make things a little less confusing (and, sorry if I'm overlooking something obvious).
* The impassable space surrounding the walls got me killed a few times
* I found that the monster's bullet stream was really hard to pass through and would eventually corner me or a kid. I'd love to see them reload or vary their firing patterns somehow.
It's an unusual game with a lot of promise; thank you for making it!
Thanks for checking out our game! I'm glad you liked the randomized characters. I agree that the difficulty jumps rather quickly and is something we'll improve on with more methodical level design. Appreciate the feedback!
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@injured
In the second level the Reaper is really quick. Probably too quick. If we were to update it, this is one of the adjustments we would make to some of the levels. We have played it a number of times and know that it is possible to beat the second level; it's just a pain :laughing: . Thanks for playing our game!
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@mao
I'm glad you beat the game! Thanks for the feedback. Unfortunately, we didn't specify the mechanics in game and is something we will give more thought to during the next jam.
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@zfert
Thanks for suggesting the checkpoints. We wanted our players to have a tough time, but not too tough. Currently, the game is pretty unforgiving in that you have to start all over. We appreciate you playing our game.
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@prototype6
Hey fellow Prototype!
With a ~~sadistic~~ heavy heart we had to let go of some followers to save the many. Throughout development, the thing that kept us going was the thought of seeing Isabelle ~~executed~~ saved, lol.
Thanks for letting us know about the wall colliders. They were a bit larger than intended in some levels.
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@marvalgames
We're happy you enjoyed the game! Thanks so much for checking it out.
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@tomssuli
Good call on having an indicator of crew members following. Thanks for the idea! Appreciate that you took the time to play our game.
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Hey @corc0,
> I dig the core concept of this game. The ambient noise is creepy/somber, the gameplay is simple (and innovative!)
Thanks for the kind words! It's great that you feel the gameplay is innovative.
> I’d like to see the rules more clearly established in-game; it was a while before I understood that the numbers at the end(?) represent the number of children who need saving. Making that goal clear at the beginning of the scene would be motivating and make things a little less confusing (and, sorry if I’m overlooking something obvious).
We appreciate the thorough feedback provided. Making the rules more clear is something that we will definitely prioritize next time.
> The impassable space surrounding the walls got me killed a few times
This is something we only noticed after a few people mentioned it in the comments. 3 days after the Ludum Dare all I have to say is, "It's a feature, not a bug" - bahahaha.
> I found that the monster’s bullet stream was really hard to pass through and would eventually corner me or a kid. I’d love to see them reload or vary their firing patterns somehow.
Changing the firing pattern or having the monster reload is something we didn't think about at all. Thanks for the great idea.
We appreciate the time you took to play and comment. Our team wishes you, @prototype6, and wakeless.studio the best with Dunewrought and Looking Glass. :thumbsup:
In level 2 they don't follow, no matter what I try and if I spend time to push someone over the button it's already too late.
Could be a potentially interesting puzzle, about sacrificing followers for the greater good (finishing the level :stuck_out_tongue: ), but as of now it's a bit too frustrating and/or glitchy.
The art was nice, specially the characters!
Great job! :smile:
I liked the randomisation on the survivors, especially the doggo-chan :).
One major issue I ran into was the spinning blades, it seemed that the hitbox was way larger than the graphic, or erratic -- on the second level, I could 100% get the 3rd survivor passed it, but the others would always hit it from super far away :S. Might just have been me being bad, but I did try ~12 times before stopping XD.
If it wasn't the spinning blade, it was the instant spawning reaper shooting everyone behind the door XD.
Nice work, either way :).
Gameplay-wise the one hit kill was brutal, though the idea of having to think about both your position and those you needed to protect was cool, particularly when you had to start moving them around. Moving people around was awkward though, I think adding a bit of stickiness to the character or a "pickup" mechanic would have helped immensely. Echoing @corc0 the wall collision caught me out more than once too.
Otherwise I did enjoy my time playing. A solid entry, well done!
Well done!