Heisty Heist by MashedPotato

[raw]
made by MashedPotato for Ludum Dare 59 (JAM)

Heisty Heist

Legend has it that in the 18th century, bandits tied small ribbons to trees to signal safety or danger...

Your friends got The Stuff.

You went ahead to show them the way.

Place signals. Avoid the police.

Press space to continue.

Goal

  • A round is won when both of you are at the safe house.
  • If the police catches either of you, the game is over.
  • Your buddy follows your ribbon signals. Place ribbons so your buddy can follow.

Controls

  • Move using [W][A][S][D] or [arrow] keys.
  • Place ribbons with number keys:
    • [1] "Move left!"
    • [2] "Move right!"

Less obvious features

  • Multiple rounds in increasing difficulty levels. How many rounds can you finish?
  • (Partially) randomly generated maps.
  • Bunnies and duckies! <3

Difficulties

When you succeed, you can play again. The game will be a bit more difficult then.

  • Round 2, 3, and 4 will have shorter countdowns.
  • Round 5 and above will gradually increase your buddies confusion.

Thanks for playing

We hope you enjoy our attempt at the Ludum Dare game jam!

Unforseen circumstances left us with a little less time to finish, but we think it turned out nicely nevertheless. And as usual, so many ideas, so little time!

Thanks for playing!

-- longface, kiddie, and MashedPotato


The other stuff

Ratings

Overall 799th 2.763⭐ 21🧑‍⚖️
Fun 795th 2.526⭐ 21🧑‍⚖️
Innovation 310th 3.556⭐ 20🧑‍⚖️
Theme 331th 3.917⭐ 20🧑‍⚖️
Graphics 717th 2.861⭐ 20🧑‍⚖️
Audio 546th 2.594⭐ 18🧑‍⚖️
Humor 398th 2.833⭐ 17🧑‍⚖️
Mood 722th 3⭐ 18🧑‍⚖️
Given 23🗳️ 12🗨️

Feedback

zakchaos
Apr 21st · 05:56 UTC
I enjoyed it! Id reccomend clamping player movement so they cant go off screen, and ran into a glitch when i put signs to close together, maybe a way to remove signs?
really cool concept, i think you could build this into something really interesting!
ChknTikka
Apr 21st · 20:51 UTC
I like the idea a lot! Definitely agree that there should be a way to remove signals if they're placed accidentally. A little more visual guidance would also have helped a lot. Good job guys!
Bombelix
Apr 23rd · 12:39 UTC
The idea is cool, it's genuinely a great interpretation of the theme, and it ties in entirely well with the gameplay.
Perhaps I'm an idiot, but I couldn't get through the first round, despite multiple tries. I think it's because I couldn't figure out how to control the other bandit's vertical movement, and It felt like there was no way of predictably getting them to the safehouse with just left and right.
But cool nonetheless!
(and the lil duckies & bunnies were a great addition, I love em)
BlushingCrow
Apr 24th · 08:46 UTC
My fellow bandit got stuck on a lot of scenery and the pathing to the escape place sometimes seemed inaccessible but I like the art and the idea - good use of the theme
CiaranW
May 06th · 20:00 UTC
Cool idea, I like how it fits around the theme! I found this game to be quite difficult in a bit of a frustrating way - placing ribbons was fine, but often the bandit would drift as he was wandering, so wouldn't hit my ribbon and then there was nothing I could do about it. I did manage to complete the first level, and it was a fun concept, but it was quite annoying when he just got caught on scenery and then there was nothing I could do. Also there were several times where the police officer reached the bandit, but didn't trigger game over, so I had to run over myself and just run into him. Cool level generation though - I like that each level was based around a theme with some variation each retry. Cute ducks and bunnies wondering around too - nice entry! :)
Wizard
May 06th · 21:25 UTC
I like the concept, but I could not get my buddies to actually go where I wanted them to go. I'd put down a ribbon, telling them to go right and they'd go left instead. And I have no idea how vertical movement is determined. The random generation is cool and definitely adds to replayability of the game, and the ducks are important and perfect. Overall though, well done on getting a game out. I'm interested on where you will take it from here.
csnxs
May 06th · 22:22 UTC
It's a neat idea, but a bit roughly implemented. It takes a bit to figure out how it works, and the vertical movement definitely proves problematic...
Prakkus
May 08th · 04:29 UTC
Ok I tried a bunch of times and I think I figured out what I am supposed to do, I just can't quite pull it off :( I did get close once but the RNG can be rough. I like the interpretation of the theme though and it could be a cool 'lemmings-esque' game with a little more polish!
zimny11
May 08th · 13:53 UTC
I'm not going to lie I was unable to complete it even ones. I get the idea and I really like it, but every time I tried either tree was not on the starting path of character and I couldn't make them turn or I was doing something wrong. Still, it was fun to try it out!
Arlius
May 08th · 22:16 UTC
The idea is great, the path-finding of your NPC partner is not. I was unfortunately not able to usher John Roomba through the maze before the police nabbed him. May he rest in peace(in jail). I did have some fun watching him go in circles, though!
zhangzhimu
May 09th · 07:17 UTC
I like this setting and the style of the artwork. It has a very immersive quality. A really great game