Barely Something Barely Somewhere Every Ten Seconds by LDJam user 262142
work in progress casual game
if we forget to hack the godot exported .js, you might see an error about serviceworkers. if this happens play on itch.io or firefox
arrow keys to move, space/enter to interact (better controls coming later)
find the key with your friends?clones? and get out
Ultra Programming Man & Array Master: @papabirb
Pizazz & Git Noob: @shreemp
Log:
- Build 2: Music/atmosphere build, no mechanical changes
- Build 1: Basic build, not much to do
| itch.io | https://papabirb.itch.io/ld51 |
| Original URL | https://ldjam.com/events/ludum-dare/51/barely-something-barely-somewhere-every-ten-seconds |
Ratings
| Given | 13🗳️ | 18🗨️ |

I enjoyed the art, some of those pixel animations are pretty smooth!
@infecsean Thanks! Right now this is the bare minimum of the bare minimum of the game (bare minimum squared, if you will), tutorial is a goal for when it's fleshed out better.
@cheesecube @jacob-diaz I also like @shreemp's art! The zombie is my favorite! :)
Thanks for playing this early draft of our game!!
putting in some placeholder music? I find it really helpful at the early stages, and you can always swap it out for something you make specifically for the game later on.
I had the same issue getting my Godot game to embed correctly, but with a little bit of hacking I was able to get it to work. Details here: https://twitter.com/johnpennycook/status/1576756004061995009
@coda-highland Thanks!
@martina-angelico Thanks! It'll be clearer in later builds, this is like the most rushed min viable product haha.
@riphitter Haha, hope your pathfinding has less NPC left-right dancing issues than ours!
@conchrastw Thanks!! Hopefully it'll be clearer in our future builds :)
@piscythe haha, it's cooperative with the npcs! Mostly...
Thanks everyone!
Was I supposed to do something with the drawers? I opened them all, but they seemed empty.
I like the art / vibes a lot, it reminds me of the "of the Killer" games, if you've seen those.
Also I haven't personally seen the 'of the Killer'/'Strange Town' games, no, but I looked it up and I can see what you mean! It really does have similar vibes :)
Thank you for an interesting experience ^^
@sofignedova Thanks for playing! Nothing mechanically changed, but we just put out a music/atmosphere build.
@jadedresearcher I'm glad you enjoyed the little ant farm! It's arrow keys to play (more control support will be in a future build, right now it's just default Godot settings) and enter/space to interact. Also, thanks for the follow on itch.io!! I hope our game keeps your interest as it grows! :smile_cat:
enemies still don't do anything except look cute so there's still no threat yet...
This is an interesting prototype, I'd like to see where future development takes it. Nice work!
@matt-ravenhall Yeah, seems to be an issue with Godot HTML5 builds but only in the LD embedding. Someone else in these comments posted a link on how to fix it, I just haven't gotten around to it, but I'll go ahead and work on that for this version of the build. Thanks for playing!
@zyger Tutorials/instructions will be coming in the future! Right now we're working on the basic mechanics, it's a lot of complex systems interacting so the instructions would be incomplete.
@chrisdedev It's a lot of fun to fine tune the vibes!
I wanted to say thank you for playing the earlier versions of our little extra project. Your early feedback was the push we needed to stay focused, and while it took all of the Extra period to get something close to a full prototype (still missing things, somehow! The over-scope was real!), I'm happy with where we're at.
I'm tagging all of you because I remember some of you expressed interest in being notified of updates - this is the final one that will be hosted here on LD, so I wanted all of you to have a chance to re-play our entry and let us know your thoughts if you were still interested, while the play&rate is still going for a few more hours. Either way, I wish you all the best of luck with your ratings when the results are announced!
Good luck and have fun with the rest of your rating periods, everyone!
@infecsean @cheesecube @jacob-diaz @pennycook @jjbug @coda-highland @martina-angelico @riphitter @conchrastw @piscythe @mikesalyh @vgel @paul-avallone @sofignedova @jadedresearcher @misfire-dev @matt-ravenhall @ritz1231 @zyger @chrisdedev @seansmeedcomposer @rinkuji @actuallythemoon @mediflect @ironfred @diego-teran
1. Wow, this is way too hectic to comprehend at a first glance! :o XD
2. As said on the game page: controls are layout-independent, great (I have an AZERTY keyboard). :) AND arrow keys are enabled. Apparently, the controls for the mystery/second phase (dark forest) is through clicking? It was not obvious to me at first sight. (Actually, BOTH keyboard + mouse, for all three phases!)
3. How does health work? I notice the other characters have hearts, but it is not obvious knowing if they are enemies or allies, or neutral.
4. Not sure what the ‘idol’ is supposed to look like.
5. Haha, the spoof of anime with the schoolgirl uniforms is great, and I love the bubbly music! Especially the contrast of having it right after the gloomy forest. XD
6. Weird: brought a key (which I had in my hands thanks to having the anime panel before; the transformations are useful! XD) to the upper door in the ‘survival’ phase, but pressing Space, it got thrown, and everything massively slowed down! And then, the other two phases are fine, but the survival phase is always slow. Relaunching the game.
7. Since the page says that new builds are on the itch.io page, and the latter says it was updated 5 days ago, taking a look at this one!
8. Again the slow-down in the first phase! And then: I still cannot manage to use to key for the door. ._.
9. I now understand that the zombies from the forest phase are those that died in the survival phase. XD Oh, and maybe the heartbroken anime ones too?
10. Died (against three simultaneous zombies!).
11. 10 seconds really is too short to get through the dialogue in the anime phase! :o I had less of this impression in the game *You vs. the clock featuring the narrator*, and I think this is because this latter game solely focuses on this aspect. Here, you have to go through all the other two phases, and then walk to talk to someone (even possibly grabbing an object first).
**Takeaway:** the idea looks original and comical, but I think there needs to be some way to convey more clarity to the player, and also some pause, despite the 10-second constraint! There must be a clever way, such as having several 10-second ‘inner’ cycles inside each phase. Still, I love how everything changes, including in surprising although logical ways (dead -> zombie). Not too sure I understood the whole gameplay (third phase: apart from bringing a present/object, does talking through a complete sequence achieve the talking objective? Ah, maybe you give a heart back!), but I am sure you could manage to get all of this clearer.
Thanks for the hecticness!
PS: I have played just a bit more because I tend not to like not finishing games. :p And I better understood some things: the survival phase is the one that is dangerous to companions (and I cannot validate keys, but they can, weirdly), the zombie phase is the one dangerous to you but where you can score points (and what I thought were brown branches are idols, and you paint the floor by throwing the bucket), and the anime phase is the one where you heal others by offering presents, possibly the prom/panel proposition, and talking rightly to them. I reached 4/10, and wonder what happens when you win (which is hard, since the circular saws just keep on killing the others! XD); pretty please? :3 Glad I understood the game better!
Your comments overall rang true with what we ourselves have thought about the game - mainly, that if we continue development with it, then it needs a serious redesign. I like your idea about multiple 1--second inner-cycles - I'm not sure how we'd go about putting that into our design, but it is an excellent idea as 10 seconds per phase really is too cramped to get much done. You'll notice the anime phase had everyone moving very quickly - I did this to help mitigate the time issues by making sure everyone had designated spots.
You're correct that those who die in the 'Escape Room' mode are the zombies/heartbroken in the other modes. (The sawblades are also a danger to you, by the way!) I apologize that the door wasn't taking your keys - it was being pretty buggy in development, but was working when I built it. Definitely I'd want to rebuild the code from the ground up after a redesign, there were a lot of cursed bugs that had no reason not to work...
Overall, I'd say your understanding of the mechanics is pretty spot on: In 'Escape Mode', you and your companions need to take 10 keys to the door, at which point it will unlock and you can all leave; in 'Horror Mode', you have to throw the key item on the ground (since it will now be a paint bucket) to draw the pentagram, which is where you take the 10 idols to; in 'Dating Sim Mode', you can: 1. Use presents to heal 'dead' characters; 2. pick the right conversation options to heal them in general, and 3. invite them to prom if they have full health (as the health is also affection points in that mode). Leaving through an unlocked door, sacrificing all ten idols, or getting a date to prom are the win conditions.
Unfortunately we didn't have time to put in much of an ending, but if you win any of the 3 genres you get taken to a screen that says "you win" and offers a restart button, so you weren't missing much. We were considering having separate endings depending on which genre you completed, though!
Merci beaucoup pour les commentaires détaillés! :smile_cat: