Tumbleweed by Brenan

Description
Tumbleweed is a poetical game about the life of a desert plant who needs help to spread its seeds. The game takes place in a SciFi desert forged by wind.
You play as the wind and must help a tumbleweed to make it's way through dangers.
Controls
You play with your mouse only (and the spacebar once)
Be careful, the cursor on the main menu is a bit hard to see :D

Trailer
https://www.youtube.com/watch?v=thZDzXt-tEY
Behind the scenes
This game was made entirely during the LudumDare with a team composed of a level builder, two 3D artists and a gameplay developper. A writer and a composer worked on the game too, producing great quality musics and writings.
Here is a small video about some moments we recorded during the jam
https://youtu.be/JkjadTJEbn4
Team
- Rémi LEFEVRE - 3D Artist, he is the guy who made all of the SciFi stuff assets
- Kim TERVAMAKI - 3D Artist, specialized in nature and material creation / Sound Designer
- Yohan JAGER - Composer
- Nicolas MEYSSONNIER - Level Builder / Game Designer
- Reece BRIDGER - Writer
- Adrien LUCAS - Gameplay Developper

Devlogs
- Devlog #1 https://ldjam.com/events/ludum-dare/46/$186372/tumbleweed-1-first-day-devlog!
- Devlog #2 https://ldjam.com/events/ludum-dare/46/$186372/tumbleweed-2-gameplay-dev-vs-level-builder
- Devlog #3 https://ldjam.com/events/ludum-dare/46/$186372/tumbleweed-3-first-gameplay-video
- Devlog #4 https://ldjam.com/events/ludum-dare/46/$186372/tumbleweed-4-last-day
Note
It was a lot of work and investment to get there, we really enjoyed making this game and we really hope you that you will love it ! Have fun

| Youtube | https://bit.ly/3eZKEY3 |
| Youtube | https://nicolasmey.itch.io/tumbleweed |
| Original URL | https://ldjam.com/events/ludum-dare/46/tumbleweed |
Ratings
| Overall | 66th | 4.196⭐ | 273🧑⚖️ |
| Fun | 651th | 3.607⭐ | 268🧑⚖️ |
| Innovation | 266th | 3.843⭐ | 273🧑⚖️ |
| Theme | 1231th | 3.66⭐ | 271🧑⚖️ |
| Graphics | 15th | 4.746⭐ | 278🧑⚖️ |
| Audio | 68th | 4.208⭐ | 271🧑⚖️ |
| Mood | 40th | 4.369⭐ | 273🧑⚖️ |
| Given | 35🗳️ | 64🗨️ |
"Press Space to begin your journey" :)
Beautiful graphics and nice control scheme!
Ending was unexpected O-O
Beyond that, the white on white cursor in the beginning of the game left me pretty disoriented (I took a minute to find that I HAD a cursor), and “No need for keyboard!” is a funny lie when the first thing the game tells you to do is to “Press Space” to begin the journey.
All that said, the overall quality of the game left me craving for more. The controls were smooth (or, as smooth as the lag I experienced would allow), the graphics were absolutely stunning, and I truly felt like I was going to be on a long journey that (understandably) ended way too early. Thank you for this experience!
PS: Master of the internet as I am, I posted this on your feed post first because the website wasn't working properly and I was disoriented (again).
GREAT JOB!! One of the best entry!
The mechanic of the game is really original and well carried out.
Good Job!
It looks S T U N N I N G
Content apart. you could take the video footage and screenshots you have and actually sell this as a indie/AA game. Many would click.
Wow.
It felt like a neat journey overall, but the controls were a bit more finicky than I would have liked. Maybe a feature when you click, drag, and release and the wind speed is based on how long you dragged before released would help a bit, rather than having to click and drag over and over.
Thanks for the visual treat, it's not often you get something that looks this high quality during a game jam!
Controls were a bit repetitive in the long run though, hopefully the level was still short enough so it didn't bother me that much.
Anyway, good job !
We are very happy to see so good reviews of the game
@ryannielson It depends on the length of your drag, but maybe the coefficient of difference between a short and a long line should be increased. Anyway, thanks for your complete comment !
Edit: switching to Windows 7 compatibility mode seemed to fix it?
The only real suggestion I can think of right now is having the wind direction influenced by the surface the cursor's location, eg when going up a ramp, moving the mouse along the ramp the wind would follow it but instead it simply follows the cursor's ray vs a ground plane.
It's a minor gripe and once you understand how it works you can adjust, but for such a minimal input scheme I think polishing it in ways like this really make it play that much better.
Once again fantastic work.
The mood of the game was really excellent, mostly due to the solid graphics work. The post processing was largely on point (even if the depth of field was a bit overpowering at times, guessing you wanted to avoid detailing the background quite as much :wink: ) and it complemented the sci-fi aesthetic quite nicely. I was surprised at the number of unique models you managed to cram in (though I guess you did have 6 people working on the game). Clearly it let you do a good amount of world building despite the constraints. Even though I don't know what exactly was "going on", I could feel what was going on.
I would have to say that the hard surfaces were superior to the organic ones, mainly due to the fact that dirt textures seemed a bit on the unnaturally-clean side and the rocks seemed a bit too... smooth? Perhaps too perfect. Obviously they're much harder to get right, but if there was one thing that would really take this to the next level from a quality standpoint, I'd say nailing the organic models/textures would be the main thing to focus on. That being said, they're not bad by a long shot, especially for a jam game.
One of the biggest weak points, however, was the font choice. The number of flourishes, especially on letters like "n" made reading quickly very difficult, which is unfortunate as the text didn't stay very long and I was mostly focused on the action and didn't have time to parse the text. Regardless, the text I did manage to read was pleasant and helped contribute the atmosphere in a meaningful way.
Another point I was debating about was the controls. In the end, I think they were probably a detractor, even though they were unique and thematically made sense. The amount of platforming and dodging required combined with the fact that it's not obvious that your cursor has to _touch_ the tumbleweed while dragging made the experience a bit more frustrating than it should have been. Missing what should have been a simple ramp jump and having to slowly roll back to try again was rather distracting. Of course, a "normal" control scheme such as using the arrow keys would probably have been less unique and interesting, but if this was a full title, I would probably give up if you stuck with the current input method. Given the length here, I think it manages to not lose it's novelty too quickly and thus I'll remain content with it, even if I think it was less than ideal.
_Whew._ All that being said, definitely one of the better submissions I've seen here. Hope you find luck with whatever your next project is. :thumbsup:
@guitarbro Thanks for your very detailed feedback. We hear the critic and agree with you on most points, there is a lot of things we would have done better with more time haha.
@bongooo Thanks ! We will be looking for that !
Biggest gripe however is the controls, for some reason the mouse dragging isn't always responsive, so there were multiple occassions where I died because I was unable to get the wind to blow in the direction I wanted to despite clicking and dragging the mouse multiple times in the direction I wanted to.
I think either clicking from the centre, or for gamepad the analog stick combined with a button press, would have been a much better way to play the game with.
A little complain from a tiny weak laptop, though, it's quite laggy due to the graphics quality :/
One of the only little problems for me is the text that you don't have time to read at certain times. A voice over may help us to put in the mood.
The music fitted nicely into the setting.
The ending made me laugh out loud, great job!
However, I didn't really like the "click 'n drag" gameplay, personally it felt somewhat unresponsive and kept distracting me. I think having it so that you just click towards the direction for a push would already alleviate that a lot, or even getting a constant wind push by dragging towards a direction.
Regardless, fantastic work!
I guess that's how you can make your game look with five artists and one poor programmer.
Mechanic wise, it is still just a roll the ball game but it looks pretty :D
In any case, absolutely top notch work. Very well done!
Incredible work, good job.
The gameplay is good enough for a jam, it's nice but it's not breathtaking. I think that it could be smoother if the wind kept pushing forever or something. Again, it did not deserve the game at all.
Now, the only real thing that I found is that the tumbleweed is just a static mesh rolling, and it shows. Since it's the main character, I think it would have been a good idea to allocate time to improve it and make it have some physic instead of something like the end cutscene (which is really cool, but no one would have complained if it didn't exist).
Goosebumps!
(That is to say, absolutely phenomenal, I felt things I was not ready to feel for this experience)
One of the most impressive Ludum Dare games Ive seen, very inspriring work. Love the cinematic visuals, the music, the dear esther vibes with the poetry. 10/10 (or should I say 5 stars) for everything!
If I had a critique, it would be that reading a poem while getting shot by lasers was a little incongruent. I would have liked to have seen a melancholy exploration of the remains of a crashed alien ship. Also, I feel that just keeping your avatar alive is a little besides the theme.
That being said, the poem was great, visuals were spot on. I'd play this if it were a full game. I'd play anything you make if this game is any indication. Amazingly well made.
Definitely one of the best entry I played. Mood and graphics are amazing.
Keep up the good work guys.
One little camera problem in the town (and you can't control it)
Level design feels a bit lacking (still good enough to play, but compared to the rest it's the weakest part), the hardest part for me was going straight on a beam (like died 15+ times). The rest of the aventure felt like no real challenge. The towers are not dangerous enough, always going forward is enough to avoid being shot.
I died so many times trying to cross the beam, I don't see the point of the press R to respawn screen, just rollback to respawn position (took me longer to get to the "press R" screen after death, than to respawn and die again on that beam ^^).
The dialogues in the lower corner, I can't read them while I drive my tumbleweed, maybe put them closer to the center of attention.
Still a very impressive achievement for a 72h game. Good Job !

Music is great and tranquil, visuals are amazing. I think fonts and logo are just beautiful. I love those bits of poems along the journey. Very innovative game play I think it's brilliant that you actually don't control tumbleweed but you control wind with a lot of inertia and interaction with environment.
All in all it is very good production with few comments:
- I couldn't manage to read full text at the beginning, and when I was restarting game I didn't want to wait for it to disappear anymore. Some keypress to skip further would be great I think.
- You guys killed my lenovo yoga laptop :) I had to go down to 800x600 to have decent fps
Rafal from 4Boa Team
If you want to know the timestamp of when your game was played you can see it in this spreadsheet:
https://tinyurl.com/yau8hjzn
And then look in my latest videos and find your game being play (after the current stream ends)
https://www.twitch.tv/ursagames/videos
Good luck with all those games you have to test haha
Great job to everyone !
I'll never understand why you didn't bind the "start game" and "restart" to the mouse, but that's honestly the only nitpick, I can come up with. Great graphics, great gameplay, great sound, great everything.
I was not really testing the boundaries of your game, but the first time I went off-track I directly found a structure without collisions. I think it was after the first laser enemy. But that did not lower my score for your game.
also I LOVE tumbleweed, always thought those were cute no idea why, so there is literally no way I can not like this, lol.
can you explain to me how to beat the second puzzle though? where this scifi stuff falls down, I can't figure out how to go up there and I wanna see the beautiful rest :(
(that might be the only critique for you - add more hints if dummies like me get stuck haha)
I feel like if you continue to work on this you can put it on steam no problem!
has an awesome beautifully eerie but peaceful vibe, sort of like journey! Very very good job, you assembled a great team there! :)
I also loved that you put work into the cursor and that before you begin you dont know what/where thr player is, only after you put a little wind there, that was a really nice touch!
the story put into the image as text while playing also looked beautiful! the whole thing is simply breathtaking.
Some nitpicking would be that it should be possible to skip the intro or the death screen early and that clicking should work to start the game or retry. Another thing would be the music that can get a bit repetitive over time. But let's be honest, the game is already solid as it is.
Also, found the game to be best played with my graphic tablet rather than mouse, felt way more natural 'drawing' lines with a pen than dragging around with the mouse (which is the best option there is for pc without specific peripherals anyway)
Very polished! The poetry was perhaps a bit lost on us during the stream. It is not often that I see a gamejam game made in Unreal actually make use of the engine graphically (rather than just dropping simple assets into the pretty, default shaders). In terms of gameplay, there are some places you can almost get stuck, and I think sometimes I wanted the camera to move a bit differently than it did, especially when I happened to go behind a building. The overall product feels quite complete though!
Great job!
The movement felt a little off at first. It looks like the direction of the wind is determined by the mouse position on the ground when it's pressed to where it is when it's released. Before I noticed this, it felt like the wind often wasn't moving in the direction that I intuitively felt I was dragging the mouse. It would also not do anything at all if I released the mouse when the cursor was pointing at the sky, which I was doing a lot when I was frantically dragging and releasing the mouse as fast as it would let me. But once I understood how the mechanic worked it was really satisfying to play.
The 3d is beautiful, the music create a perfect atmosphere. It's poetic but also hypnotic, you can't stop playing at this game until the end.
The gameplay is simple but genious, it can be a commercial game.
There just missing a button or menu to get back to last checkpoint, useful if you get stuck.
**Spoiler alert !** The end is too sad :cry:
Amazing !

I want this game on my mobile Android phone. Do you guys have plans to evolve this idea, get some good publisher and make mobile game best seller? Wish you all the luck if you do! :four_leaf_clover: :four_leaf_clover: :four_leaf_clover:
We deeply agree with you, making Tumbleweed a really polished game would be awesome but it would require a huge work to make a true enjoyable experience of 2h from this little roll a ball game.
The idea is quite interesting but the whole team is already working on developing other games.
I'll surely ping you again if we decide too haha.
I guess that if the game wins the jam it would bring the idea up, but it seems complicated due to all of the excellent productions that were made during this quarantine game jam.
At some points where I had to go over narrow beams, I was worried the floaty wind controls (pun intended) would make it difficult but I seemed to get by without too many issues, so you did a really good job with the feeling of wind while still keeping the tumble weed easy to control. Overall a fun entry, well dome.
Gorgeous graphics and level design for only a team of 6, well done guys !
Graphics are really great and both the music and poetic lines helped to build the mood. It was also so unexpected and innovative.
Anyway you can find some gameplay videos here
* https://www.youtube.com/watch?v=pefqUPhBl8Q
* https://youtu.be/kMauGC2rViE
The ending was hilarious, btw! Overall, amazing game, guys! :)
Great atmosphere, amazing art, it is poetry, visual and literal.
Almost hard to believe something like this can be done is such short time, specially the cutscene at the end. By the way, why would any driver honk to a tumbleweed? ;)
5/5 stars for me, even though and it made me feel an complete inate amateur after watching a AAA indie game like this made in 72h... :P
Is a web port something you're planning to do? This looks amazing, so am guessing you'd have to cut back some of the fx?
Good job! Definitely AAA game studio quality!
I wish there were more different _puzzles_, but knowing how much time that takes, it's reasonable. You still managed to put quite a lot there, even for a team of 4.
Very well done. keep up the good work.
I think one of the things that I feel could maybe be improved (?) is the integration of the "narrative" poetry into the game. I think what you've got written there serves as a nice accompaniment to the game, and the poetry is pleasant to read without being too dense. However, I found that it was difficult to pay attention to the words while also looking about the 3D world and watching out for interesting sights and obstacles. In other words, it felt like these two elements were fighting each other for attention -- if I truly gave focus to the poetry, I was sure to miss all of the work you put into the environments, and vice-versa. The only way to enjoy both would be to stop moving altogether whenever a new line appears on the screen, which obviously throws off the whole rhythm and flow of the game.
This may be a controversial opinion, but I'm wondering if it would work better if you did a voiceover of the narrative (in addition to, or maybe instead of, providing the text on-screen). I feel like having a voiceover would allow you to evoke the same sort of imagery and mental feel that the current narrative does, but without forcing the player to be distracted from the visual sights of the rest of the game. It also feels like it might fit will with the nonobtrusive music style.
Just my two cents!
but to be honest I didn't find a lot of "game" here. most of the time I was just blowing wind in one direction and watching the tumbleweed go through that great environment.
maybe its meant to be just calm game to enjoy the visuals. but I didn't find the shooting part is applicable if so. it didn't make a lot of sense to me anyway.
to conclude I think this would be an epic game if had better level design or more challenge maybe puzzles, something to keep the player other than visuals.
Lagged pretty badly on my weak old GPU, but was so hooked I went and watched a full gameplay video on youtube.
And even if, by any chance, you don't win... still, be proud that you made this masterpiece :)