Omiga Daycare by Wheffle

Everyone's got their kid these new Omiga virtual pets. They need constant attention, honestly I don't see the appeal. Teachers hate them though, so they are usually banned at school, but the poor digital creatures can't survive the school day alone. I smell a business opportunity...
Virtual Pet Daycare
These kids are willing to pay big to have someone babysit their Omiga while they're at school (where are these children getting all this money?)
Taking care of an Omiga is simple:
- Press the green apple button when they are hungry, which you can tell from the orange fork-and-knife icon
- Press the blue toilet button to clean the poo off the ground (how vulgar, these toys are for kids?)
- Press the red pill button when they are sick, and you can tell they're sick by the orange frowny-face icon
- ~~The red pill may or may not cause your Omiga to exit the matrix~~
Clients will be dropping off their Omigas constantly, but they're so easy to take care of I doubt it will be a problem. If one or two die, it probably won't matter, but if THREE die... well, that'll probably get your business shut down. The rich kids have brutal lawyers.
I hope none of these kids have those fancy expensive versions of the Omiga, they are sometimes tougher to keep alive...
Controls
- Click the buttons on an Omiga device to interact with the Omiga
- Click and drag on a device itself to move it around
Tools Used
- Godot 3.2.1 - game engine
- Pyxel Edit - pixel art
- Gimp - fancy art / editing
- Bfxr - sound effects
- Bosca Ceoil - music
- Audacity - audio editing
- Camera Phone - taking photos of my carpet
Post-Jam Changelog
I don't think anyone will have a problem with these changes, but regardless all versions are available under the downloads section at the Bitbucket repository (follow the Source link).
- 1.0.1 - Fixed the input system to be more mobile friendly on web, added credits on main menu
Ratings
| Overall | 123th | 3.898⭐ | 51🧑⚖️ |
| Fun | 136th | 3.816⭐ | 51🧑⚖️ |
| Innovation | 223th | 3.684⭐ | 51🧑⚖️ |
| Theme | 28th | 4.337⭐ | 51🧑⚖️ |
| Graphics | 320th | 3.724⭐ | 51🧑⚖️ |
| Audio | 68th | 3.927⭐ | 50🧑⚖️ |
| Humor | 80th | 3.823⭐ | 50🧑⚖️ |
| Mood | 166th | 3.698⭐ | 50🧑⚖️ |
| Given | 54🗳️ | 70🗨️ |
I really liked all the different pet varieties and how they used different food/medicine. Especially the demon one who ate meat and got cold instead of sick.
Love that in addition to the usual pet sim tasks of the genre, you have to also manage the physical position of the devices. If you're too messy, that will probably affect your final score. There's some extra depth to such a simple thing.
I had fun! (Also, what's with the passive aggressive final message :joy: ? I did my best!)
@sndr I was actually planning on making different end-game messages based on how well you did, but it ended up being one of those things that slipped through the cracks!
@kaleido That's a *way* higher score than I ever got, congrats! You're a multitasking god(ess)!
@pincushion If I had more time to iterate, franchising would have added a whole new level to the game :laughing:
If I have a problem with it, it is missing a mute button for the music.
:purple_heart: :dart: :frog:
You ran with that idea and took it to a place I would never have thought to, and it's fantastic!
I love how quickly everything goes wrong when you have just a few too many to take care of.
I made $4150 on my first try! I have no idea if that's good or not hahaha.

Congratulation on doing this!
I really liked that there are negative consequences for taking incorrect actions. Seems obvious to say, but I think it's easy to overlook when you're designing a game. Almost expected the Omigas to express annoyance or unhappiness, but they were a little less expressive than I was hoping.
I kinda wish I could return the Omigas to their owners at some point, and perhaps that would impact the reputation of the business which would in turn adjust the intensity of the game, but I realize that this would have drastically increased the complexity of the game's design. Guess that's the reality of the compo for ya. It's fun to think about though, because it's one of those adaptive systems that makes a game more accessible for a wider range of skill levels.
Amazing that you made such a polished experience for the compo. Great job on managing your time well! The variety of Omiga really spices it up, nice touch!
@nimphious I actually wrote off the virtual pet idea at first as well and stayed up pretty late the first night working on another idea. I woke up the next day, realized what I had started on was *way* out of scope, and changed gears. Sometimes it's nice to do something really simple and be able to polish it up decently. Also, I'm actually surprised I haven't seen *that* many tomagochi knock-offs!
@turncoda Great feedback! I actually spent a good hour or so trying to get keychain physics to work, then realized it wasn't a core feature and moved on. The first passes left me with a chain that shook itself apart and launched itself out of the screen. Never got back to it unfortunately. Step counters, accelerometers, annoyed animations (frowny faces and shaking their head at food when they aren't hungry perhaps?) are all *excellent* ideas I wish I had thought of, I might have been able to squeeze at least one or two of those features in.
The premise for this game was hilarious, and the little virtual pet interactions were great (my pixel rabbits kept getting poo on themselves!) While the concept was simple, you introduced plenty of variation, both in graphics and in the audio, which really added to the experience. Really great entry - clean, simple, and fun. Excellent work!
As a side note, some little brat dropped his pet off with me with 1/3rd of its health missing! I need an option to call Child Protective Services on him! XD
Great job! This shows that a game doesn't have to be big in order to be fun :)

@emmanuel-gaillot Thanks for playing! It does seem to get hectic very quickly, I find it interesting that at some point adding one more Omiga makes your brain go "nope, too many" and it just falls apart! Limiting the Omigas to taking turns needing something, or letting the player do multiple things at once, would kind of defeated the purpose of a multi-tasking game don't you think? I think an "outsource" mechanic might have been cool where you paid X dollars to push an Omiga onto a a hired employee, but I only thought about that after the jam unfortunately.
Thanks again for all the feedback! I have been going down the list and playing all of y'alls games!
Sound design and graphics are spot on. Very very good work. Congrats on getting this all done in such a short amount of time!
Really lovely. Bonus point for using Godot3 :)
Cheers
1 - Mecânicas, Aprendizado e Fluxo:
Muito interessante a mecânica de colocar diversos pets (estilo Tamagotchi) lado a lado para que sejam cuidados enquanto se gerencia (também) o posicionamento de cada um.
Começa em ritmo adequado ao aprendizado da mecânica individual (alimentação, limpeza e medicação), para então começar a trabalhar o aprendizado do gerenciamento da mesa.
O fluxo começa tranquilo, avança sem maiores dificuldades, até que alcança um ritmo frenético e muito complicado (hahahahah).
Gostaria que o jogo tivesse um fim (uma condição de vitória), mas está trabalhando mais como um arcade (da forma como está). Digo isso por querer ter a sensação de progresso (ainda mais que não há (diretamente implementado) um sistema unificado de pontuação).
Em tempo de Ludum Dare, está tudo muito bacana em termos de jogabilidade (ao meu ver).
2 - Gráficos, Áudio, Narrativa e Polimento:
Os gráficos são simples (e cada criatura possui variantes em sua apresentação visual (e vai além)).
O áudio pode se tornar repetitivo/enjoativo (principalmente para quem não está jogando (ficar ouvindo a música repetidamente)), para quem joga também é repetitivo (mas bem menos e demora bastante para ter o efeito negativo).
A narrativa é simples e direta (não há muito o que falar sobre ela).
Polimentos podem ser feitos (fora do tempo de game jam). :)
3 - Cultura:
Faz referência ao cuidado de pets, pessoas e Tamagotchi (envolvendo também jogos como Digimon World e (em partes) Pokémon).
Tudo isso permitiria (caso o projeto fosse continuado, polido e incrementado) ir atrás de um nicho (para entregar o jogo a eles) e, através disso, o jogo contribuir para o fortalecimento do próprio nicho.
4 - Monetização:
Se for bem trabalhado, pode se tornar um bom e divertido jogo em stores como itch.io ou (se possível), alterado para um formato para smartphones (onde teria como ver no máximo 3–5 por tela e ficar alternando entre as telas).
1 - Mechanics, Learning and Flow:
Very interesting the mechanics of placing several pets (Tamagotchi style) side by side so that they are cared for while managing (also) the positioning of each one.
It starts at an appropriate pace to learn the individual mechanics (food, cleaning and medication), and then begins to work on learning to manage the table.
The flow starts smoothly, progresses without major difficulties, until it reaches a frantic and very complicated rhythm (hahahahah).
I would like the game to end (a condition of victory), but it is working more like an arcade (as it is). I say this because I want to have a sense of progress (especially since there is no (directly implemented) unified scoring system).
In Ludum Dare's time, everything is very cool in terms of gameplay (in my opinion).
2 - Graphics, Audio, Narrative and Polishment:
The graphics are simple (and each creature has variants in its visual presentation (and beyond)).
The audio can become repetitive / sickening (mainly for those who are not playing (listening to the music repeatedly)), for those who play it is also repetitive (but much less and takes a long time to have the negative effect).
The narrative is simple and straightforward (there is not much to talk about).
Polishments can be done (outside of game jam time). :)
3 - Culture:
It refers to the care of pets, people and Tamagotchi (also involving games like Digimon World and (in parts) Pokémon).
All of this would allow (if the project were continued, polished and increased) to go after a niche (to deliver the game to them) and, through this, the game contribute to the strengthening of the niche itself.
4 - Monetization:
If done well, it can become a good and fun game in stores like itch.io or (if possible) changed to a format for smartphones (where you would see a maximum of 3–5 per screen and switch between screens) .