Hamster Dash by Jamster
You wanted another hamster game? You got it!
Speed (or crawl) through 6 levels on your quest to collect every carrot. Will you make it to the end, er, beginning?
Tools - Blender, Aseprite, Unity
Unity's build didn't respect my "Debug.IsDebug()" line for some reason, so you can just press the number pad to go to whatever level you want.
Post Jam fix - I dragged the Camera onto the Hamster to parent it
| Youtube | https://fit2def.itch.io/ld47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/hamster-dash |
Ratings
| Overall | 1196th | 3.217⭐ | 32🧑⚖️ |
| Fun | 804th | 3.339⭐ | 33🧑⚖️ |
| Innovation | 1413th | 2.677⭐ | 33🧑⚖️ |
| Theme | 408th | 3.952⭐ | 33🧑⚖️ |
| Graphics | 1281th | 2.968⭐ | 33🧑⚖️ |
| Audio | 1041th | 2.431⭐ | 31🧑⚖️ |
| Humor | 529th | 3.052⭐ | 31🧑⚖️ |
| Mood | 1393th | 2.69⭐ | 31🧑⚖️ |
| Given | 33🗳️ | 36🗨️ |
Level 4 was somewhat hard, but I had the most trouble with Level 5. The first carrot was just in the middle of the fire and it was really unclear what the timing to grab it was supposed to be. I also kept dying when my speed boost would run out mid-jump and mess up my timing.
Some of the levels had awkwardly long sections at the start before the level actually began which was a little frustrating.
I think you did great with progression of the mechanics.
Perspective was the biggest killer in this game :laughing: I was often not sure if I will fit through the tunnel or not and jumping though walls was a pain. I loved the level names - it's a really nice touch!
The hamster looked more like a mini-cow than an actual hamster to be honest. It's because of those legs (much too long to be hamster paws) and the animation.
Level design is very nice. The fiery level (with the first carrot in the fire) was the most devious of all :grin: Some background music would really enhance the experience here.
Instant up-vote for the cute hamster. The theme fit is perfect and it's fun. I especially enjoyed level 6.
Good work on this one! I sure wish I ran across this during the jam! :laughing:
I spent an inordinate amount of time programming the level creation system -- using some trig and stuff so that obstacles could be spawned both at intervals and relative to each other, and gave myself 30 minutes total to design all of the levels. That was a mistake :P
My core idea for LD47 was only in development for about 28 hours, the rest of the game was made on day one while pursuing an _entirely_ different idea in every way. This understandably wreaked havoc on the game design as features and scenarios had to be cut down for time's sake. I'd say the game was unplayable up until about an hour or two before submission.
I think there's a lot of good stuff in your entry, and I'm definitely looking forward to what you have to offer next time around!