The Sandwicher by Antti Haavikko

[raw]
made by Antti Haavikko for Ludum Dare 51 (COMPO)

the-sandwicher-header.png

Breadalt is one of the only remaining Sandwichers who safeguard the world from the yeasty ilk. You need to help him on his duty utilizing his two trusty swords, alhemical healing potions and magical signs to combat the dreadful bread men.

The Sandwicher is a very straight forward arcade game where your only goal is to achieve as high a score as possible. You need to balance between going fully aggressive and pacing yourself with healing. This teeter-totting isn't simple though as every second you spend out of combat, the enemy waves get harder. Played with mouse only. How high can you get in the online leaderboards?


🎮🕹️ Download or play online on itch.io 🕹️🎮


the-sandwicher-cover.gif


🛠️ Tools used

  • Unity 2021.3.8
  • JetBrains Rider 2022.1.2
  • Inkscape
  • Logic Pro X

🎞️ Gameplay video

Gameplay video


⏰ Dev timelapse

Timelapse


🖥️ Screenshots

_1.jpg

_2.jpg

_3.jpg

_4.jpg

_5.jpg


https://twitter.com/anttihaavikko

Ratings

Overall 1th 4.482⭐ 30🧑‍⚖️
Fun 2th 4.446⭐ 30🧑‍⚖️
Innovation 34th 4.018⭐ 30🧑‍⚖️
Theme 305th 3.407⭐ 29🧑‍⚖️
Graphics 7th 4.517⭐ 31🧑‍⚖️
Audio 16th 4.25⭐ 30🧑‍⚖️
Humor 8th 4.268⭐ 30🧑‍⚖️
Mood 17th 4.179⭐ 30🧑‍⚖️
Given 4🗳️ 12🗨️

Feedback

Eager
02. Oct 2022 · 16:32 UTC
Interesting. A little hard to prevent death haha
🎤 Antti Haavikko
02. Oct 2022 · 17:04 UTC
@eager Haha yeah, death is inevitable! 😅 But yup, you really gotta balance when to slow down for a heal and when to not. Every second you're not moving, the enemy wave timer keeps ticking making your future even more difficult.
waffleworksgames
04. Oct 2022 · 00:37 UTC
Fantastic entry! An incredible amount of polish, especially for a compo entry. The game played incredibly smoothly, the concept was unique, the art and sound were great, and it's particularly impressive that you managed to implement online leaderboards with such a short time span. For some reason it was incredibly satisfying to knock off a huge chunk of enemies when the screen got really full. My only complaint was the movement felt a little unpredictable at times, but other than that this is an amazing entry in every aspect.
🎤 Antti Haavikko
04. Oct 2022 · 04:43 UTC
@waffleworksgames Thanks! Yeah I have to agree that I did manage to get the feeling of carving through enemy masses to be quite satisfying. I did get to focus on that and overall polish quite a lot as the base premise of the game is quite simple. For the movement there is a slight constant force pushing you towards the closest enemy. That was initially meant to be one of the sign upgrades but after having it on since the beginning and then turning it off just didn't feel great, it made the launching feel boring in a stiff and static way.
PineappleGladiator
04. Oct 2022 · 17:14 UTC
I will be straight forward - and easy 5.0 from me. Nothing more to add. Every element of this game is amazing!
Alviniano
04. Oct 2022 · 17:14 UTC
You keep me playing until i beat a friend, it was a very fun and polished game!, good work!
wrac4242
04. Oct 2022 · 17:17 UTC
movement feels smooth and it feels great to play, impressive. maybe a bit more explanation on how the health system works, but other than that, its good, and tbh continue this after if you like it
Rubinshki
04. Oct 2022 · 17:19 UTC
Absolute banger to me !
I like how it looks, how it feels to play, the idea is fun and you know you're going to die, you just try to do it as late as possible. Very satisfying game when enemies are stacked and you make the greatest jump !
synt4x
04. Oct 2022 · 17:22 UTC
I'm impressed, feels very polished and has fun upgrade mechanics to keep it interesting through replays.
barce
04. Oct 2022 · 17:23 UTC
I really loved the game. It's simply awesome. Very fun to play and the leaderboard was a great idea! Congratulations.
barce
04. Oct 2022 · 17:23 UTC
I really loved the game. It's simply awesome. Very fun to play and the leaderboard was a great idea! Congratulations.
MadHumster
04. Oct 2022 · 17:28 UTC
Loved every second of it! Not sure how movement works. Feels like bigger enemies are pulling me. Great touch with leaderboard.
maxds98
04. Oct 2022 · 17:29 UTC
Very nice game! Addictive gameplay. Liked upgrades names!
JuanRod707
04. Oct 2022 · 17:33 UTC
Beautiful game!
owca
04. Oct 2022 · 17:40 UTC
This game is awesome! Very polished! After few tries I scored ~407k (2nd place). I was super fun. The humor and visual style is great. One of the best games this jam so far.
🎤 Antti Haavikko
04. Oct 2022 · 18:24 UTC
@wrac4242 Yea it was a complete oversight on my part. I first realized that it might not be as obvious as I thought in my head when on monday I shared it to my coworkers and someone was immediately asking confused about it. Really thought it would be piece of cake to understand as it's just you do 1 damage to enemy and they do 1 back to you (except for the champion enemies later on that have the damage equal to the wave number). But of course it's not that easy to figure out as it's only displayed on your health bar and you're probably not focusing on that all that hard.

@madhumster You always are "homing" towards the closest enemy. The size doesn't matter.

@owca Nicely done! 🎉 Seems like you figured out the "proper way" to play if you managed to do that well on only few tries. 👍
JMad
04. Oct 2022 · 23:48 UTC
You always deliver on game feel!! The juice was so very juicy. Awesome game, will definitely try to improve on my way of the sandwicher.
Jeremy Ryan
05. Oct 2022 · 01:57 UTC
Excellent as always! The graphics and polish are great, and the characters are bouncy and expressive.

I liked how different all the upgrades felt; I played a number of runs with different strategies and they all felt quite a bit different.

I will say that the homing movement wasn't very intuitive. I had no idea how the movement worked until I came to the comments and saw your responses. It's a little rough because the main failure case is going through more enemies than you intended, and the homing exacerbates that a bit.

The moving vs. standing still mechanic was an interesting tradeoff. You probably can't stack your multiplier infinitely because at some point you'll have stood around enough to advance to the next wave. Tying the healing to staying still was also really clever.

Music and sound effects were excellent as well!

I drew Breadalt and added him to the fanart collage on [my profile.](https://ldjam.com/users/jeremy-ryan/)

![breadalt.png](///raw/aba/3/z/52382.png)

Thanks for making this!
🎤 Antti Haavikko
05. Oct 2022 · 05:16 UTC
@jeremy-ryan Nice! Your version of Breadalt makes me realize that I actually forgot to add cheese to those sandwiches. 🤨 What a sin. I knew there was something off on those bastards.

Yeah understandable that the homing isn't intuitive. Dunno if I just got too used to it as removing it (as I was going to make it an upgrade) made the game feel stiff and boring. And I kinda like it how it adds a bit of danger and a feel of randomness (even though it isn't random at all).

And actually the delayed healing was a bit of an accident at first. 😅 It was just that the whole landing animation was so long that you were able to cancel out of it and thus bypass the healing. Felt like a good fit so I tied it in to be a part of the main game loop.
42Xiao
05. Oct 2022 · 07:21 UTC
Very addictive indeed, I love the character design of the old grandfather and the sound of his cough? The rhythm of the background music is also great with the rhythm of the game.
Parpello
05. Oct 2022 · 11:53 UTC
Congatulations! Very simple input scheme, but very layered mechanics. Not everything about the game is intuitive, and even the upgrade system I feel it's a bit too much, given that I don't understand every effect on the go. But still, after getting used tyo it, it's a good game. The presentation is incredible!
ben_throop
05. Oct 2022 · 12:37 UTC
Outstanding! Your level of polish is impressive.
davision
05. Oct 2022 · 23:50 UTC
That is a fascinating gameplay concept, really makes you think what would otherwise be a mindless arcade game. It took me a bit at first wrapping my head around how it works. Also has that only one more time feel! The art is really cute!
Aurel300
07. Oct 2022 · 19:50 UTC
Oh no the pun...

That was fun, easy to lose a lot of time trying to reach a high score :) I did manage to show up on the front page at least. With very large amounts of bread the game got a bit laggy (but the hardware is a bit old now). I have no idea how your score is attainable.

It took me a second to understand just when the potions are actually used (I need to wait just a bit). I am also still not totally sure why Breadalt is following weird trajectories: is it that each sandwich has its own "gravity" to it? I guess without something like this the game could be too easy, but sometimes it felt too arbitrary.

Graphics, music, overall juice: all well polished of course. Great game!

Also the timelapse was nice to watch, thanks for posting it!
🎤 Antti Haavikko
07. Oct 2022 · 23:01 UTC
@aurel300 Yeah my score it seems isn't even high, someone already achieved way over tenfold over that but just didn't manage to die anymore hence not be able to submit the score either. But I'd consider being on the front page already a good achievement. Mainly the scoring is just understanding the mechanics and focusing on the important signs (urden and azii really).

The movement works so that Breadalt is constantly pulled toward the closest enemy. I had that system running since the start pretty much and when I tried turning it off to make it a pickable upgrade, it just felt rigid and not too fun.

I mainly post the timelapses for my own enjoyment in the future but glad someone else gets something out of em too.
🎤 Antti Haavikko
08. Oct 2022 · 05:58 UTC
Hey you all mentioned not really figuring out how the movement and curving/homing towards closest enemy really worked. It's been mentioned enough that I guess it really is confusing. Do you think it would have been clearer and felt less arbitrary if that "force" to the closest enemy was also visually shown maybe as some kind of subtle line from the player character to the enemy triggering it?

@aurel300 @jeremy-ryan @madhumster @waffleworksgames
Jeremy Ryan
08. Oct 2022 · 06:03 UTC
@antti-haavikko I think a line or arrow would definitely have made it clear.
LDJam user 268300
08. Oct 2022 · 21:23 UTC
Really loved this! The gameplay was intuitive and really satisfying. Every little detail of this game was superbly polished and made a difference. I thought the powerups were a great way to prevent the game becoming too monotonous. Amazing submission!
Jeremy Ryan
22. Oct 2022 · 19:21 UTC
@antti-haavikko #1 again! Congrats and well-deserved.
EnYeah
01. Nov 2022 · 09:09 UTC
Brilliant!But looks like a cockroach simulator
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30. Nov 2022 · 10:01 UTC
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