LD 46 - Guinea Pug by Notredamstra
Pug is a happy pug. At least, he was until we introduced Pug to you. Something didn't go according to plan, and you made Pug end up in an endless test-run! How cruel!
Bounce Pug around various tiles using your WASD keys and try to make the challenges set in the test-run. Good luck and have fun!


Controls: Use your WASD keys to hop around!
| Youtube | https://damstra.itch.io/guinea-pug |
| Youtube | https://damstra.itch.io/guinea-pug |
| Youtube | https://damstra.itch.io/guinea-pug |
| Youtube | https://damstra.itch.io/guinea-pug |
| Original URL | https://ldjam.com/events/ludum-dare/46/ld-46-guinea-pug |
Ratings
| Overall | 1142th | 3.53⭐ | 68🧑⚖️ |
| Fun | 407th | 3.75⭐ | 68🧑⚖️ |
| Innovation | 1484th | 3.152⭐ | 68🧑⚖️ |
| Theme | 2194th | 3.03⭐ | 68🧑⚖️ |
| Graphics | 1308th | 3.569⭐ | 67🧑⚖️ |
| Audio | 1114th | 3.146⭐ | 67🧑⚖️ |
| Humor | 224th | 3.852⭐ | 66🧑⚖️ |
| Mood | 1410th | 3.294⭐ | 65🧑⚖️ |
| Given | 69🗳️ | 91🗨️ |
Also that story cut scene was probably the funniest thing I've seen in an LD game this jam lmao
What didn't work (for me) was the random generation of the levels - the maze doesn't really make sense, and the boosters point away from the game (or backwards) more often then when one needs them, so the game is more about progressing carefully and watching and measuring each step than about progressing forward and moving fast. So it didn't really feel like I'd expect an infinite runner to feel.
Maybe it would be better to drop the random generation, and add a bunch of hand-crafted levels with proper difficulty progression.
EDIT: Also I'm having a LOT of issues running the WebGL version, and for some reason on my screen (21:9 aspect) it only renders half the game on the left side of the monitor. Also Hello fellow dane and greetings from Aalborg ;)
Thanks for the feedback @ondrasej! We initially did have a few handcrafted sections, and we definitely plan on going that route! The random generation was a result of having something more than just a repeating pattern, and as @anagf and @heyycap pointed out it is far from perfect. We made sure that the maximum gap size between tiles is fixed so that there are no impossibly large jumps, but the boost pads can still make things nearly impossible. Sorry! We'll make sure this improves! :D
Thanks for playing and streaming @jacksendary! Greetings from Copenhagen ;)
Some more constructive criticisms follow. This game needs:
1. A way to change window resolution.
2. More structured level generation: Start out easier, make the jumps more difficult further back, provide a "safe" but slow path and multiple "fast" but tricky ones.
3. More varied environments (I realise it's just a jam), for example something like a wall or raised block that stops your jump might have gone a long way, especially if you place it to "catch" the player character in a safe spot before a chasm, or as a ramp to make further jumps. Maybe you did that. I didn't get terribly far.
4. A better visualisation of the hunger clock/advancing wall of Doom (hello Ludum Dare 14) to know how far ahead you are. Could be floating numbers and lines under the playing field, I don't know.
2 and 3 together could really turn this from a hard to control YouTuber humour experiment to something with replay value. As it stands right now, the gameplay doesn't deliver on the promise of the strange story intro.
@blubberquark Wow, thank you very much for the detailed criticisms.
Regarding the bones: the ragdoll came first, collectbles came second, and we somehow turned them into dogbones :sweat_smile: Though with the 'clean-up' idea I think we sort of made it work, it is definitely something we can change. Thanks for the suggestion!
Regarding your feedback:
1. Check
2. Yup! We had a system in place for that, but all we managed to 'hand-craft' in term of segments is the warm-up bit (with no holes). I blame this omission on time.
3. There are no raised blocks further down, just one or two more 'tile types' (shock & a first-person-view-for-5-sec). We did think of having obstacles flying accross the path that would bump you, but never got there. Thank you for this suggestion too!
4. Excellent idea :)
We're planning to work on this a bit more, so thanks again for the detailed feedback!
I like this runner. It's great that the dog has a funny little backstory. Also the game has a very nice minimalistic style. Great job!
Really loved the concept and the style. But (as already mentioned) the random level design was kinda hard and it became more or less luck based.
I could see myself playing that on my phone with some fixes in the future!
* The pug slapping the ground in the little intro for the story was hilarious, actually got a laugh out of me.
* The controls felt good, and it was satisfying to use the arrows to do "trick jumps".
* The game was challenging enough, but not frustratingly hard, I felt like I could actually get it if I tried hard enough.
The sound was great and fitted the graphics, and the music was a nice choice too. I almost think that the music could've been a little louder.
Nice work :)
Oh! And the music was really nice!
Thank you for the suggestions @meelo! We tried having a few new things show up for people who manage to get farther into the game indeed. Unfortunately that is harder than it should be because of the random generation of the level (it took quite some effort to have this work still, because the level is 'random-but-with-no-gaps-larger-than-a-certain-value', and that gap finding & fixing algorithm took more time than I had hoped!). With some more time and effort, I am sure we can get a nicer contiguous path thing going, with a decaying block indicator in the UI :smiley: Thanks again for the suggestions!
Also happy to hear that you (@ch4oticau and @meelo) liked the music (my very first honest attempt at some composing :sweat_smile:).
The random element of your game was the one thing, that frustrated me the most, though. Often times, some jumps were annoying due to arrows pointing in the wrong direction, making progress very difficult or even impossible. So even if I had no problem navigating the levels when everything fit, once one of those arrows appeared, I was done for.
Still, very fun skill based runner with a lot of details and stuff to to. Great job!
The game itself feels well-polished and is on a rather hard side, due to the chosen perspective and random levels. But it feels very satisfying to complete a level. So - well done!
Appreciated the short introduction story, and was left curious what "pugspective" is (was that the first idea for your game? Now I want to see a game based on a pug ragdoll :DD )
Very straightforward, fluent gameplay loop! Had a lot of fun playing, thank you!
The randomly-generated level makes it very difficult just to keep going, never mind complete the objectives - my best distance was 78m, and I'm not sure how well I did with the other two objectives. I could probably take it easier and get further if it weren't for the blocks fading away behind you. Even so, the game manages to hit that sweet spot of being difficult without being frustrating, and instead enticing you to keep going and try and beat your high-score.
It'd be better if there was some clearer indication of how you were progressing. For example, instead of going back to the first tier of challenges when you fall off, it could keep you on whatever challenges you're on but just reset your progress to 0. I hope I've explained that well enough.
Anyway, good job!