Perish alive by Lyrcaxis

Design and improve the Cogwhale to guide it through the dangerous ocean. However, the better it gets the more the Reef is perishing irreversibly by its toxic components and dangerous fuels... How can the ocean survive?
Controls: Mouse
Programming: Lyrcaxis
Graphic Design: Haiyoooo, Virimine
Sound Design: Actual_Potato69
DevLogs / Post Mortems
| Youtube | https://lyrcaxis.itch.io/perish-alive |
| Youtube | https://lyrcaxis.itch.io/perish-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/perish-alive |
Ratings
| Overall | 284th | 3.939⭐ | 76🧑⚖️ |
| Fun | 350th | 3.784⭐ | 76🧑⚖️ |
| Innovation | 717th | 3.547⭐ | 76🧑⚖️ |
| Theme | 537th | 3.986⭐ | 76🧑⚖️ |
| Graphics | 282th | 4.304⭐ | 76🧑⚖️ |
| Audio | 259th | 3.896⭐ | 74🧑⚖️ |
| Mood | 328th | 3.913⭐ | 77🧑⚖️ |
| Given | 88🗳️ | 109🗨️ |
-> Grafics: Some sprites and sprite masks are unsynchronized.
-> Objectives: The point of the is not clear (is it pure survival or there is an end game?).
-> Quit function Missing: I could only close the game trough the "Close Window".
-> Most Important: The game needs a Tutorial or more Help Windows to make the rules explicite.
Thank for the game :v:
email:m.shahiri.m@gmail.com
my LudumDare Game:
social-distancing-for-ladybugs
I think adding a click to drag style of controls would make navigating a little easier. I kept instinctively trying to pan that way based on my past game experience
The camera felt quite floaty and a bit uncontrollable at times, and there doesn't seem to be a way to replay other than refreshing the page.
Overall there's some solid core gameplay and this is an impressive jam game, just needs a bit more polish.
- The tutorial hints could explain more the mechanics of the game;
- Actions like "Heal" and "Shoot" could trigger automatically when charged;
- The waves of enemies could be better telegraphed, and there should be more time between them, so you could use the time to farm resources and upgrade for the next wave;
- The upgrades buttons could show which ones can be bought without having to hover them;
- Also, there is no way to restart the game by itself.
Either way, excellent game! :grinning:
It would be nice with some more down-time between the waves of enemies to keep it from getting monotonous.
I think maybe if you don't have the ship immediately attacked until you get a little bit of stuff going would help, so that fumbling over what you are doing doesn't result in just losing immediately. And then having a more guided first few steps so that the player knows what is happening. Like maybe limit what can be built in the first module, and then have the camera pan to the humans after building it, or something like that?
I do have a couple of minor nags though:
* I found the camera to be quite awkward, especially since it zooms in when I want to buy things, causing me to miss the arrival of jellyfish until they'd already started attacking.
* It's part of the same problem with the camera, but I wish the heal and shoot buttons were either on the HUD or bound to dedicated buttons. Or, as @hectorid mentioned, have an upgrade to make them automated.
* Maybe have some way to gain more workers, or to partially automate each room without any workers in it. You could have an upgrade that makes the room produce very slowly with no workers in there, that way you don't end up pausing progress towards the end of the game while just trying to survive - that became a bit of a downward spiral since I had all three workers healing, shooting, and only one left over who had to spend half their time producing energy. Production of coral or pearls ground to a halt, so I was getting more and more enemies spawning but had no way to upgrade to counter them or complete the game. I'm sure I could plan better to win, but it feels a little too unforgiving.
Anyway, I absolutely loved this game, it's exactly the sort of thing I wish I could make. Great work!
I found it a little too dificult, but that might just be me.
I have just one note I would have prefer to move the camera by clicking rather than just moving the mouse around
In short it's a good game and a good entry !
A bit of criticism: sometimes camera doesn't focus at the right spot on right click and I wish buttons for SHOOT and HEAL were bigger, maybe even the whole room should be a button for these actions. Also when there are a lot of enemies I think it'd be better to let them attack you in several waves instead of simultaneously, now they can destroy you with one attack when you miss a second after Heal is ready.
Nevertheless, great entry! Good luck!
A restart button at the end would have been nice, I had to refresh my browser when I lost! But that's only a minor issue. This is a fantastic entry, well done!
The camera controls were a bit annoying, alas, zooming in and out seemed clunky, and you could still trigger the controls when zoomed out way too far to read or use them. Hard to say what's the best solution to that though.
@kostasvs @masterkrepta @khud0 @chewiecb @p0l4r @epiphanyg @mickxe @yadoob @savvu @khaoz-fang @nathant @dan-colman @eran-haas @hwaet @saltfactory-studio @nakami @n-feofentov @ditam
...for your supportive words:
@eduardogacn @svenerik @tom-stephenson
...and for your in depth evaluation and positive criticism
@hectorid @jofish @doomshmuck
We appreciate it~ :pray:
- fix the camera
- improve the design and make it more player friendly and easier to understand
- develop the endings
Also, we plan on adding more rooms, enemies and more importantly the gathering system because as some of you noticed, you cannot, yet, interact with the props.
Thank you too guys, I read everything xD The feedback is really valuable, especially since playtests are harded to conduct during #stayhome T_T The whole team discusses and loves all the attention and feedback :DDD
I never imagined so many people would replay it multiple times, and I'm impressed with how many of you reached the final ending.... We were trying make it really hard xD
@kostasvs @masterkrepta @khud0 @chewiecb @p0l4r @epiphanyg @mickxe @yadoob @savvu @khaoz-fang @nathant @dan-colman @eran-haas @hwaet @saltfactory-studio @nakami @n-feofentov @ditam @eduardogacn @svenerik @hectorid @jofish @doomshmuck @eduardogacn @svenerik @tom-stephenson @fisher007 @risist @gameovermexico @matootsy
I did the humans last and ran out of time for style-experimentation, so I drew it in my normal style. I skipped the whole research phase for them xDDD
Ideally I'd have liked to blend bits of the dark whale elements into them, while still matching Virimiine's style for the reef. The idea was to show cute "innocent" humans building a machine of doom, and the contrast would create a subconcious discomfort in the mind xD
Thanks for playing it on stream, just watched the whole thing. That's the most priceless form of playtesting feedback, voicing thoughts as you play ^^
For me this game is like a lite and casual (in a good meaning, my friend) version of Oxygen Not Included. The learning curve is ideal for non experienced players and for pro gamers as well.
Some feedback as a gift to you, comrades:
1. Maybe the better animation for energy room would be character running on treadmill. I guess that's what you planned to do but maybe did not managed to complete in alloted Jam time.

2. Did not found the way to restart game without refreshing my Browser (Google Chrome, Win10)
3. Music is great and engaging. All style and visuals are consistent and great. Buy a beer to your artist! :beers: :laughing:
4. Maybe some enhancement would be the ability to find new crew members to take them onboard. But not sure, it may break ideal game balance, currently it is well done.
Some questions:
1. Would you guys plan to publish some YouTube PostMorted videos or Dev Diary? Maybe you already have some LD posts about the process.
2. Do you plan to develop this concept more. I want to see it on Steam / Android. :smirk:
Other than that, you're right about the tutorial. We added the top-left 'tutorial-like' panel, but it seems to escape every person's eyes so far haha..
Thanks for playing :)
About 1. we have some things in mind @haiyoooo already posted some very interesting stuff about her design process and our direction concerning the style and I am making some more posts about the art~ Would you find it interesting?
And 2. We are still discussing it as we liked how it turned out :stuck_out_tongue:
@docgeraud and @cliff-lee-cl thank you for playing our game! Cogwhale is glad you liked it haha :whale: :laughing:
Sorry for the late reply~ there was another jam running this weekend :sweat_smile:
The camera was a bit glitchy at times, but other than that it felt pretty solid.
Congrats!
The camera was a bit hard to navigate at times.
Great one
I am happy that I found this before the jam is over.
Took me three tries to win (or loose? :D).
Incredible graphics sound and suprisingly complex for a jam game but still quite polished.
The only thing I do not agree with is the "zoom in" on the upgrade menus. I want to still see if I am getting attacked while I upgrade stuff. But if I zoom out the windows are too small
- It has a non-intuitive UI, which makes difficult to navigate, check units' status and has a lot of micro management (I don't know if you have automation later, didn't get to this point)
- The game felt a bit rushed, the aesthetics of it gives me a chill vibe while the enemy waves are fast contradicting it
- during the first experience, it doesn't give me much time to understand and get used to the progression system and keep pressuring the player
my advice for it would be:
- stretch out the gameplay a bit more, give more time between waves and some extra time for the player to learn.
- don't move buttons, since your UI is in world space and the camera follows the mouse, making it static while you interact with UI could help
I really like the relationship between the resources, it felt quite balanced to me
I know it is a jam, but I like to give open feedback regardless the situation, take what you find useful feel free to ignore what's left
Hope that helps, congrats for making it (:
I've tried a couple of times, but did not manage to build the whole ship (will try again tomorrow). As others noted, the controls could be simplified a bit - ideally, the game should be playable with just one mouse button. The other thing is that after losing, I had to reload the page to play again - it would be nice if the game restarts automatically.
But overall, awesome work!
Thank you for noticing and all the great suggestions! Ahahahah congrats detective, you found a placeholder asset ;D The threadmill is totally out of place. LOL :beers:
Yup, i've wrote some DevLogs for the economy design & the Cogwhale art:
- [A Designer's Tricks: Why those Numbers?](https://lyrcaxis.itch.io/perish-alive/devlog/140464/a-designers-tricks-why-those-numbers)
- [An Artist's Hack: Two ideas, one style?](https://lyrcaxis.itch.io/perish-alive/devlog/139529/an-artists-hack-two-ideas-one-style)
I believe Lyr wrote one on programming too!
@cliff-lee-cl - THANK YOU. :') /system designer
@ithildin - lololol, you found the initial inspiration. I refrained from playing FTL on purpose to prevent it from becoming a perfect copy xD
@benjamin-san-souci - Child Labour >:') #sweatshop Lol I like dark and twisted stuff xD
@ausstein - Thanks!!! With @virimine there to handle half the art assets, we had time to draw more polished art hee hee
@mlkvr @puszkee - Thank you both kindly :D
@nyunesu - THANK YOU. Feedback like this is the best for improving :heart_eyes: I'm particularly interested in the part about the chill vs. rush disconnect in visual and gameplay. Could you be more specific, or give an example about what part of the aesthetic felt disconnected? The color palette, the animation, the drawing style of a specific object? etc. xD
@ondrasej - I'm flattered you're willing to replay it multiple times >///<
if you're up for it, could you do a recording of your playthrough :'D /wants to study it
The being said my 3rd time i got all the way through and got to the end - i literally laughed out loud at the ending.
In terms of gameplay i think it was pretty well balanced once i get the hang of it but i think the jellys might have come on too strong in the beginning (especially in my 1st and 2nd plays)
The music was wonderful and fit really really well to the mood of the game. I do wish i would have somehow recruited more mermaids/divers? I could have used maybe 2 more near the end. I didn't really like the micro management of shooting - i wish there was 1 last end upgrade of "automated" shooting (same probably goes for healing) it would have been a nice cherry on the top of the improvement tree.
I did have some weird camera / mouse bugs near the end. Especially when clicking to view the upgrades of a room it doesn't always focus over on it. Also it zoomed in WAY to much every time i focused on an upgrade. I think a better solution would have been a sidebar popup/slide over kind of thing that way the camera stays where i want it (at the front of my ship) and i didn't have to force my camera to zoom in and slide over to the back of the ship....had to keep an eye out for those jellys!!!
Overall great game! Loved it.
The visual art and music are spot on: beautiful and clear. The ramp up in difficulty is very well tuned. I love the random look and names of my cute crew too.
The mouse only controls become quite hard when the game goes long, and sometimes the camera zooms in on a weird spot and make you lose a bit of precious time.
Thanks a lot for the game I really enjoyed it. Great job :two_hearts:
I guess controls can be improved. Zoom sometimes behaves strange. Also, it makes sense to provide some alternative for the right-click - like alt/ctrl/meta+left click. So you can play on a machine with a touchpad.
Visuals are very nice, I would like more animations for workers. There are lot of upgrades available for rooms, so it makes the game very addictive. Now you need more kind of enemies.
One drawback : there is no restart button.
I like this game, amazing work !
A couple of things could possibly be improved and expanded upon if you'd had more time would be clarifying the aim of the game. If it is purely survival then maybe some checkpoints would be cool. Like something basic could be if you're constantly travel right, then the background could maybe change to varying biomes and with variation in enemies instead of just the number of enemies. Another expansion idea could be the addition of some way to get more workers.
Overall, absolutely loved it! Incredibly impressive job for such a short time! Well done!