Small Among Storms by LDJam user 427212
Join our discord to get updates as we make this a full game! https://discord.gg/gTJbAyzjXV
You're a young squirrel, and with a lot of bravery, and a little help, you'll find your way! As your bird friend says, "everything in this forest gives a signal before it strikes. Watch. Listen. And when I can, I'll give you mine." We hope you enjoy this atmospheric 2D platformer as much as we enjoyed making it.
Controls:
WASD / Arrow keys
@ShanzPro - Programming, art, level design
@penagwin - Programming
@astraltraveller - Created original music, sound design, art
What we used:
Godot,
Aseprite,
and blood, sweat, and tears

You can also play it here on itch.io: (Follow me there!) https://shanzgamestudios.itch.io/small-among-storms
The version on itch.io will be updated continuously post game jam and has bug fixes and updates that the ldjam.com version of Small Among Storms does not have.
| Link | https://penagwin.github.io/LD59/ |
| Original URL | https://ldjam.com/events/ludum-dare/59/small-among-storms |
Ratings
| Overall | 411th | 3.584⭐ | 239🧑⚖️ |
| Fun | 559th | 3.195⭐ | 240🧑⚖️ |
| Innovation | 663th | 2.954⭐ | 240🧑⚖️ |
| Theme | 561th | 3.443⭐ | 240🧑⚖️ |
| Graphics | 208th | 4.154⭐ | 239🧑⚖️ |
| Audio | 156th | 3.913⭐ | 238🧑⚖️ |
| Humor | 473th | 2.63⭐ | 214🧑⚖️ |
| Mood | 261th | 3.917⭐ | 238🧑⚖️ |
| Given | 125🗳️ | 163🗨️ |
Looks very juicy. The squirrel is awesome!
I was exploring a similar vibe in my LD entry too, but the mood you pulled off here is chef’s kiss.
P.S. I saw your comment on my game. Turns out I just forgot to turn on access permissions.
Thanks so much for the heads-up; I never would’ve noticed otherwise!
I wish some of the platforms were slightly larger to make it easier to jump, also i feel like the bird timer could be slightly shorter.
Great entry.
One thing I don't know if it's a bug - after dying past a checkpoint, acorns doesn't seem to be persisted.
The idea of using signals from nature is unexpected — I wouldn’t have thought of that! Very clever.
(My squirrel died so many times I don’t think I brought a single acorn home, haha)
The jumps feel a bit floaty, and the camera is a bit too low for my taste.
But it was fun — I played it through to the end and even found the key in the pond (by accident, lol).

Major props to the pixel artist
im guessing that id the player can hear crickets you can move but if they stop the owl is about. really nice mechanic but it was not super clear that was what i was looking out for so it lead to a few deaths
all in all fantastic atmospheric game !
Unfortunately the gameplay is a bit lacking. Correct me if I'm wrong, but there doesn't seem to be any coyote time or input buffering (as in, if you press UP just a frame before landing from the previous jump, the follow-up jump doesn't trigger). Also the movement in the water seems kinda off. Like, when you jump into water you just drop down to the bottom like a rock. Overall there isn't much margin for error in the platforming mechanics.
Thematically the signal gimmick is strong, but I'm afraid it makes for poor gameplay. I spent a good chunk of time just waiting out the dangers, as the owl and lightning were sometimes staggered so that when the lightning hit, the owl warning would play right after.
Overall this was still a very enjoyable entry. Excellent work! :grin:
It's a pixel game, but the lighting and shadows are amazing.I lov it!!
Dislike Pixelart
My idea of what a skull looks like when I'm sleep deprived, haha!
@nyxkn
You can hide in the logs to avoid the owl and the lightning.

This game is really lovely :slight_smile:
Cute, cool, fun, kinda tough!
You play maybe the most fragile squirrel the word has ever seen.
Try to get home with your acorns.
Watch out for birds, and fish, and lightning, and water, and sharp plants.
In fact, don't touch anything. Just live in a closer log.
Yeah the underwater movement could use some improvements, we plan to improve that after the jam. We wanted to put a checkpoint after the swimming section on the second level to make it a little less annoying, but ran out of time to implement it as the current checkpoints don't remember if you've picked up the key already.
Loved the visuals. The Audio and the signal interperation is on point.
I stopped caring about acorns after dying to "not having a coyote time".
The lightning always targeting the poor guys was brutal :D I think this listen to the signal approach is fun, it has room for improvement for sure.
It was a nice journey and I'm "home sweet home".
I'm glad I managed to guide the poor little squirrel safely home :) Cute little game!
Some gameplay things:
The platforming could be improved by adding a slight amount of "coyote time" because it can be pretty unforgiving if you walk over an edge, especially since the dropping speed is so high. And the water didn't feel very natural, having the same sinking speed as aerial dropping speed. On the other hand, ground and aerial movement felt really tight!
What do the acorns do? edit: found the answer in your comments!
A bit difficult! This little squirrel really jumps incredibly high! The controls feel a bit too sensitive for me, but the art style is beautiful! The bird calls as a danger signal are very natural, and I love the background color scheme; it has a mysterious feel to it.
+The bird sounds need to be more immediately predatory, like a hawk or eagle. Yes, I know lesser known bird of prey sounds are a thing, but to most people, an easy to recognise hawk or eagle scree will do the trick perfectly. That bird sound doesn't instill fear into a human ear, so it takes a few goes before you pinpoint the thing actually making the sound!
+Similarly, the thunder sound is not loud enough in the game mix, a threat to the player like that needs to be much more potent, I had no idea when the thunder was coming a lot of the time, since the thunder was so blended into the rain sounds it felt too natural.
+There could have been a few more detailed sounds in there, like swimming sounds or more jumping sounds etc
+the music was cute, but it looped a little weirdly.
good job :3
Nice idea of telegraphing the dangers too.
As others have said, the underwater movement could use some love. I almost quit playing when I thought I was stuck in the pond. Nothing in the animation gave me the hint I was swimming instead of jumping, so it took me many tries and deaths before I realized it was mario-like jump swim.
Also, even when I had realized it, it was difficult to control underwater. Also, there were some points where I jumped down from a tree and landed on something lethal without seeing it beforehand, maybe that was just dumb of me or maybe level design. There was always constant hurry to get to next shelter so I didn't feel like slowing down for too long.
Anyways, the game feels mostly polished and the survival theme keeps player on the edge. The feeling of being just a small squirrel is well transmitted to player. good work!
As someone before mentioned, I also didn't like it to wait so long in the logs. Felt frustrating for me. Having the bird or lightning only in some areas would have been better in my opinion, because the system in itself is nice (reminds me of Ori).
More audio or visual impact while getting killed by thorns would be also great. An additional impactful sound effect (besides the squirrel) would help quickly.
The controls felt good and the mood is also a strong point of the game. The music was very fitting. I like the house of our little buddy. :)
The platforming is mostly good, but the branches annoyed me a little. I fell to my death more times than I like to admit because I misjudged how far you could walk on them. Also, kinda funny/kinda annoying how the game turns into Flappy Bird when you’re under water 😅
Overall, great entry!
The art is nice, the audio is nice, and the take on the theme is interesting. My complaints would be the icons displaying the incoming dangers that didn't feel in their right place, I believe that focusing on audio only or visual signs in the environment would have been way better for immersion, although I can understand that adding UI icons ensures the game is easier to play as a game jam entry, and playable by people playing w/o sound.
The jump could have been a little bit nicer, I sometimes has trouble jumping from the small moving platforms and fell to my death, luckily you're being generous with checkpoints which I appreciated a lot.
Last thing is the acorn counter that's reseting after each death, I'm not sure why you did that because it made the acorn less interesting to collect as I expected to die a lot in the game (since the game is pretty much about that and that there are lots of checkpoints), and backtracking to collect previous acorns is definitely not something intended here.
Anyway, all of that is easier said than done, but overall it's a very cool entry!
The soundtrack is super fitting!
I think it would feel even more smooth if there was a vertical jump animation for the squirrel!
Love it!

A small piece of feedback: a settings menu where you can change keybindings would be the cherry on top. Otherwise, great work!
It triggering immediately when safe is a great idea that could really improve things! Thanks for that.
And more importantly, thank you for tolerating our on-stream shenanigans. :sweat_smile:
The vibes of this game were excellent, well done! :ok_hand:
Ambience music gave me goosebumps. Not sure if lighning is needed here, owl alone created sense of danger. You really feel like vulnerable squirrel, remind me of an old animation about hares hardships :D 
Died way too many times to the last ground-spike at the root of the tree after the water.
The controls were a bit too snappy, and would benefit tremendously from more fluidy movements with building momentum. Highly recommend to check https://deepnight.net/games/game-feel/ for ideas to improve movement.
Well done!
The fact that I had to hide from the bird and lightning like every few seconds started to feel annoying after some time though. Especially as you lose all your acorns on every death, so trying to pick them up and risking dying to the bird/thunder seemed not worth the risk. I think it might be more fun to have local dangers, like snakes etc that would signal their attack so you need to dodge it, or wait for them to fall asleep etc, rather than having a global threat you have to hide from very often.
Controls felt a little weird, perhaps I have high bar, since I just played Hollow Knight ;) But I feel like the movement seems a bit fast, while the jump a little slow? Feels like it was too easy to fall of platforms, maybe adding some acceleration to movement would help.
I love platform games, so I had a lot of fun with your game, even though it's short.
I had some setbacks with the hitbox, just because I'm not used to it. I have nothing to complain about.
In platform games, I always try to identify the type of jumping mechanic before playing: whether I jump first and then aim, or vice versa. Because if I start playing before figuring it out, I'll be in trouble. In a future game, try putting some obstacle right at the beginning of the game so that the player gets used to the fluidity of their character's jump.
Congratulations, squirrel!
What i don't like is loosing all my acorns on death...
Good entry, i had fun.
Good work.
Also the platform controls feele very nice and responsive, not like your usual game jam game!
This is your first ludum dare entry, although one of your accounts is 9 years old :) So what inspired you to finally go for it and make an entry? Really cool!
Unfortunately a lot of the Ludum Dare's data has been lost to time, [but I actually participated in LD31 in 2014 and LD37 in 2017](https://web.archive.org/web/20170912224905/http://ludumdare.com/compo/author/penagwin/)
I saw there was only a few LD's left, and it was a great opportunity to work with some long time friends.
Here's an old screenshot of my entry for LD37 that didn't survive the archival. Unfortunately I lost the later versions of the game.

Ah thats too bad, I started participating in Ludum Dare 44 and have not missed one since. Has become somewhat of a bi-yearly ritual.
Coming back was definetly worth it, you guys have delivered a really great game! Are you professional game devs, or just Hobbyists? Because this is on a similar level to what the celeste team delivered on ludum Dare 53!
https://ldjam.com/events/ludum-dare/53/neo-city-express
We're hobbyists but would love to make this a complete game, I'm not sure when someone is no longer considered a hobbyist at that point, haha. But this was my first time and Allison's first time doing a game jam and out of all three of us, none of us have ever finished or published a game unless we count Paul's Ludum Dare entries from when he was in high school. I've been drawing pixel art since 2019 and I've been programming since high school and have always wanted to make a game. Thank you for the kind words!
I'm not super into hard jumping puzzles, so after missing a lot of jumps on the tiny leaf, I had to bail. Maybe it's my keyboard? But sometimes I thought I hit jump, but walked off the edge instead. And died. But I really didn't want to bail. I wanted to see the end so bad. Everything else about it pulled me in so much.
I loved the digging. I loved the sense of danger and needing to hide before moving on. All of that was so great. Such a neat take on signal.
The way the animations and audio and background all come together, it really set an amazing mood.
Also I'm so glad swimming was changed, it's much better experience now! But I think some regen would be great when you out of water, as I don't know if it's possible to gather all the acorns from water without dying. And I'm also not sure if it's intentional (maybe water is supposed to be poisonous) but squirrel still loses hp when it swims above water, like that:

I like also other polish changes like faster owl and increased amount of acorns. And yeah persistent acorn count made it so much more satisfying