Ocelot Safari by pancelor
welcome to the ocelot safari!
enjoy the ocelots, and do let us know if you find any long-lost relics deep in the jungle :)

instructions
- hold Z to drag things
- arrow keys to move
- retrieve the lost gemstone of Tezcatlipoca! some say it’s as far as fvkgl-sbhe meters deep in the jungle!
tips
- we'll leave you some new tools at the initial drop point, if the ocelots steal your gear
- ocelots can crawl through vines and trees -- they're tricksters!
- be sure to bring some matches; the nights are long and dark, and who knows what lurks in the jungle...
tutorial
I didn't make the time to make an interactive tutorial, so here's a video instead. I'd recommend playing first, but if you're confused or stuck then maybe give this a watch:
https://youtu.be/tYDLA6QXjM4
And here's a gif showing how to use each tool:

(light a fire by bumping matches into wood)

good luck in there!

postscript
- My initial goal was to make a game exploring how items feel if you have no inventory system or "use item" button. I'd stumbled on a similar system ("tangible code") recently and wanted to see if it would work again; more info here: https://pancelor.com/posts/linecook. Sometimes movement can feel a bit awkward, especially at the start, but that's what the whole game is built around, so I think it's fine.
- I really like how the nighttime and the ocelots make it a visceral struggle to advance deeper and deeper into the jungle. (although I do now think the deaths are too punishing)
post-compo bugfixes:
- fixed a mixup where night damage happened every time you stepped, instead of once a second
- fix some small AI bugs in the ocelots - dropping tools when they failed to move (leading to possible softlocks) and not checking to get scared off often enough (once per second instead of once per step)
- fix broken player sprite animation (the code + sprites already existed to do this, I just forgot to call it)
- fix tool sounds to play at more reasonable times (e.g. pushing an axe into a machete should not play a chopping noise)
The full code changes are visible on github, and a detailed changelog is available here: 1, 2, and 3
Ratings
| Overall | 269th | 3.679⭐ | 58🧑⚖️ |
| Fun | 306th | 3.545⭐ | 58🧑⚖️ |
| Innovation | 73th | 4.045⭐ | 58🧑⚖️ |
| Theme | 436th | 3.607⭐ | 58🧑⚖️ |
| Graphics | 191th | 3.875⭐ | 58🧑⚖️ |
| Audio | 470th | 3.085⭐ | 55🧑⚖️ |
| Humor | 229th | 3.049⭐ | 53🧑⚖️ |
| Mood | 317th | 3.472⭐ | 56🧑⚖️ |
| Given | 76🗳️ | 88🗨️ |
The Pico startup screen was a beautiful little addition, it gave me nostalgia for a childhood I never experienced.
I wasn't sure what the ocelots do, it seems like they attack you at night if you're not in a fire and otherwise drag your tools around? That could be made clearer. I also wasn't sure what the broken rock pieces are for, if anything.
I managed to build a fire and survive the first night, then got stuck on my second day.
The ocelot didn't seem to have a large impact on the game, but maybe I'm missing something.
* the campfires were WAY too punishing; I got some event handlers mixed up and you basically insta-died in v1.0 if you weren't near a campfire. I've fixed that now; campfires are still very important but quite a bit more lenient.
* the other 4 bugfixes are smaller; you can read the changelog here: https://pancelor.itch.io/ocelot-safari/devlog/246780/v11-minimal-bugfixes
It's absolutely true that a tutorial would help; that and music were the two big things I wished I could have added within the time limit! I'm going to add some more explanation somewhere; either tutorial text on this page, or a video tutorial, idk. (I hope that's within the spirit of the jam?)
I've also added some tutorialization in the game's description; thanks to everyone who suggested it!
'cutting corners' was a nice tool mechanic that I would like to see again in some other game!
Otherwise, great work building this over the 48h!
Aw man, I was so close! SO CLOSE! Then I got careless and trapped myself...
The mechanics took a little while to get used to, particularly dragging and swinging the tools, but once I got the hang of it, I was able to bushwhack through the wilderness pretty handily. The ocelots running off with your tools was a nice, frustrating little touch, and I learned to keep a close watch on my belongings before too long. Being able to trek back and grab a spare worked well with everything, too, with a nice element of risk to the ever-growing trip. I ran back to grab a new axe once to return to find my matches missing.
Anyway, a lot of cool and creative mechanics here! I enjoyed it!
Thanks for playing :) (and ty for pointing out the sound bug; I hadn't noticed that)
@logan OH NO :joy_cat:
@ everyone leaving nice and helpful comments: thank you! This post-jam sense of community is really fun :smile:
I might have gotten lucky, but getting the gem was pretty easy once I got the hang of the tools, though I felt bad about trashing the jungle like that.
I actually wish there was some time pressure except the day and cycle, 'cause I just left the matches at the start, prepped a bunch of wood there and every night just strolled back to chill by the fire, rinse and repeat. The wait thru the night got a bit tedious after a few days and I wished I could just sleep thru the night when I was by the fire. The only other thing was I just couln't get used to the machette slash pattern. The pickaxe corner pattern made sense, but the machette one felt kinda random.
Second impressions: the mechanics are really clever. It was frustrating at first that I got stuck a couple times and I wanted to suggest being able to switch your tool and player position, but after the moment when the ocelot actually saved me, I don't even mind. It was my own fault I got stuck, and the ocelots being both friend and foe is dope AF. After dying a few times, figuring things out, and being PATIENT, I was able to get the gem! Very satisfying game, and you need to put a lot more thought into your actions than it seems on the surface
Suggestions:
-I wish campfire area was a little larger so I can keep working on stuff at night
-There's a lot of unique stuff in the mechanics that it isn't entirely intuitive. My only other suggestion is a couple smaller levels (maybe one for each tool) before the main part where you can explore the tools and interactions freely without having to worry about the ocelots or night cycle.
First Impression: gam is hard, wat i doing? halp. ono i got stuck D:
Closing thoughts: I don't really know if you plan on building on this, but I would definitely play more! The game was awesome, unique, and charming (ocelots were especially charming, Im glad you had to shoo them away instead of killing them!)
Edit: Here is the clip of ocelot saving me (Thanks for clipping Pancelor, I didn't even realized)
https://www.youtube.com/watch?v=xEo8ZnI3d-I
I really hope you'll expand this, I could see myself getting lost in your little world for ages. Awesome work!
Anyways, we have discussed on a couple streams the "issue" of getting soft-locked. Now I wonder if removing the possibility of getting soft-locked is the right solution. Maybe the focus should be on reducing the punishment for getting soft-locked. Maybe the game could embrace the sense of urgency and lean into being a speed run kind of game. Maybe you keep track of the time spent in game. When you get soft-locked, it adds a time penalty, like in rally racing game when you crash your car and have to get reset. It could be done in a way where the player feels some amount of shame for messing up, but they get to quickly get back into playing.
Along this same idea, my least favorite part of the game was waiting through the night. I wonder if you could speed up time if it is the night and you are within range of the fire. Or maybe there's some activity you can do at night that keeps it more interesting. Could there be a mechanic to allow you to push a fire around, allowing you to continue working? Now the player has the option to play through the night, but they have the added challenge of having to maneuver around the fire and ensure that the fire stays close enough to them.
Overall, I found it very impressive you did this in 48 hours. The game runs really smoothly and I did not catch any bugs. There were also many fun and tense moments that happened in the streams that I saw your game played in. It always felt like the whole group would be fully invested in the outcome of the game.
Any game in Pico 8 gets a thumbs up from me and this is no exception. Great use of the Pico 8 resolution and art and what a unique and novel approach to a game. No inventory system, no way of holding objects. With these restrictions you made a really fun little game.
Was confused when I first began but the more I played the more it gelled into place and got a rhythm going. It's part survival, part puzzle! The movement being so puzzle based is really neat and you're constantly thinking about how to tackle the terrain.
My only crit on the game would be a bit of background music would be nice, and sometimes I found myself perma-stuck between a grass tile, two trees, and the axe directly behind me. Unsure how you could rectify this but if possible it would make the game a smoother experience.
Overall a great job and entry and I'd love to see this get fleshed out more, or at the very least this concept of an inventoryless/pickup-a-less game mechanic!
Great job!
I really liked the unusual interaction mechanic. Sprites were nice too, and the whole experience was pretty polished for a jam game. My main issue was just figuring out that the matches existed. Their sprite looks a little like a plant to me, so I didn't realise they were a tool. It could have been nice to have some more intermediate goals, like maybe one of the tools is gated (eg: axe is hidden behind water or something) to space things out a bit, as is it felt like a lot of front-loaded learning, followed by a lot of execution. The ocelots were a nice touch also, would have been nice to interact with them a bit more.
It's so nice to see what you've achieved in a compo jam, especially in pico-8. Well done!
My constructive criticism is the following.
Awesome things:
- Charming sprites, animations and sound design. Absolutely cool stuff!
- Unique mechanics
- Interesting gameplay, I was able to figure out the game mechanics on my own, without the tutorial stuff!
- Cuuuuuute but sneaky ocelots :smiling_imp:
Things to improve on:
- I believe this was mentioned before but you can lock yourself with the tools which can be pretty frustrating :frowning2:
Overall an outstanding entry, thanks for the experience! :smile:
I ran into one of those aforementioned "softlocks" in my first go, and while I got rescued by an ocelot buddy, the time pressure from the day/night cycle made the wait rather unpleasant. That said, it was entirely my fault for trapping myself there, and so addressing it is more a first impression/accessibility thing, without affecting more strategic play. :P
I think my main concern is with the day/night cycle, and how it felt like it added some tedium to the experience without adding a whole lot. I really liked the idea and mechanic of being able to make a fire, but having nothing to do but sit next to it throughout the night felt out of place from how fast paced the player moved and swung things around. Perhaps the night could go by quicker when next to fire? Maybe instead of mysterious forces hurting you, one could either sit under the safety of the fire, or fend things off with the machete? What if nights were removed and the fire could instead be used to create some (temporary) safe area to leave your tools where ocelots won't take them? I think if ocelots didn't clip through everything, it also could've been kind of cool if you could arrange stones or something into barriers/enclosures. Anywho, just dumping all the random thoughts I got while waiting out these nights (because there was plenty time to think :P).
Despite all that, the ocelots were super cute, and I still very much enjoyed finishing it! :D Would like to see the core item juggling/swinging mechanics taken further- I think the unique activation patterns you had would make for a sick combat system in a dungeon crawler. :D
@wheybags: thank you!! always fun to watch other people play :) gg! That's a really excellent point about "a lot of front-loaded learning, followed by a lot of execution" -- I hadn't thought of gating something behind the first river but wow yeah I like that idea a lot!
@meep: thank you for all the feedback! ooh, I like the idea of arranging stones or wood into barriers/enclosures... in fact, I like it so much that that's exactly how the game already works! ;) that particular mechanic is probably the least clear out of all of them, and it's not as necessary as I was originally planning, so I'm not surprised it went unnoticed.
@ everyone: thank you so much for all the feedback! When I published it I had some vague ideas of things I wished were different (music, nighttime action, midgame balance, ending sequence, softlocks?, tutorial) and it's been so fun and helpful to hear all your stories and suggestions from playing my game :) I'll likely publish a post-jam expanded version sometime (find my twitter in my profile if you want to hear about that, etc etc). See you next ludum dare!