Tooth Toss by MadNukin
Fight your way down the insect kingdom and defeat every fool that dares to face you.



This is a ludum dare 48 entry.
Credits:
Peter Khemchan https://www.develteam.com/Developer/Yeramia https://twitter.com/P_Yeramia https://soundcloud.com/user-466933230
Sevi https://sevi.newgrounds.com https://youtube.com/SeviNG https://twitter.com/Sevi__ https://sevis.itch.io/
James Renna https://jamesrennamusic.com
Karlestonchew https://karlestonchew.newgrounds.com/ https://twitter.com/KarlestonChew https://ldjam.com/users/karlestonchew https://karlestonchew.itch.io/
ConnorGrail https://connorgrail.newgrounds.com/ https://twitter.com/ConnorGrail
MadNukin https://madnukin.newgrounds.com/ https://twitter.com/MadNukin https://madnukin.itch.io/
| Link | https://madnukin.itch.io/tooth-toss |
| Link | https://www.newgrounds.com/portal/view/791474 |
| Original URL | https://ldjam.com/events/ludum-dare/48/tooth-toss |
Ratings
| Overall | 16th | 4.378⭐ | 43🧑⚖️ |
| Fun | 4th | 4.524⭐ | 43🧑⚖️ |
| Innovation | 61th | 4.22⭐ | 43🧑⚖️ |
| Theme | 1363th | 3.268⭐ | 43🧑⚖️ |
| Graphics | 170th | 4.366⭐ | 43🧑⚖️ |
| Audio | 34th | 4.388⭐ | 42🧑⚖️ |
| Humor | 242th | 3.671⭐ | 37🧑⚖️ |
| Mood | 151th | 4.188⭐ | 42🧑⚖️ |
| Given | 12🗳️ | 6🗨️ |
As others have mentioned, it is super easy to softlock yourself by getting your sword stuck in an unreachable place. This happened to me in the spider fight, as well as somewhere else early on. Also, it was an interesting choice to allow the player to walk off the level just to die?
Regardless, this game was super fun and really rewarding. Awesome enemy design!
The music is great, the visuals could be more coherent - the grass tile just sticks out a lot and the sprite PPU doesn't match as visible in the screenshots.
Other than that the game is wonderful, especially mechanically - the throw and movement are just really satisfying.
Great job all around :thumbsup:
Yes bouncing the sword REALLY high gets it stuck, but I can't help but be entertained when I throw a sword from downtown and it actually lands on something. Or multiple things...
Again, this game really shines once you get good enough to bounce the sword and constantly catch it to continue your momentum. I wish there was more content and levels so that's a good thing. The game started to really spice it up in its boss battles. Awesome job.
The art is really cool, the enemies varied, and the soundtrack diverse. It's a really well developed project and especially in the theme, I love it ! :P
Good job again <3
PS : I blocked my sword higher than my jump height during the fight against the blue caterpillar ^^
Anyway, brilliant idea and execution.
I could not get past the jumping and rolling maggot, it did not take any damage neither in "rolled" form nor in it's idle form.
- Too easy to clip the edge of cliffs and stuff (hitbox is very large). You could use different sized hitboxes for world collision vs enemy collision.
- Possible to throw the sword out of the playable space you can reach. Might be good to have rock surfaces that it can't stick into -- especially in the boss arenas -- so it can't stick to areas out of reach.
- Spend more time polishing the art. Motion of the character and stuff looks good, just a bit sketchy. Also a bit of inconsistency in pixelart resolution.
I had difficulty in the beginning when the dog was able to walk with the sword in his hand, but it just got used to me that everything went well.
For me, the strong point is art.
Congratulations to the team.
Absolutely love the mechanic your team came up with, it's extremely intuitive, makes sense and the feeling of WEIGHT it has is just so good. Love the pixel art and bug characters too, not enough bugs are the main characters of games!
When I started playing I literally said "I hope this ends in a boss fight" and end in a boss fight it did. A small crit is upon retrying a boss I'd have enjoyed it if it skipped the initial dialogue or was able to skip but that's a very minor thing.
I can really see this being fleshed out to have more levels or even as a metroidvania. The latter of which might mean you could run with the sword which would change the design space a bit. I would probably compare it to something akin to Yoshis Island on SNES, where you can stop and shoot eggs and aim, but also run and shoot. Might not be the kind of game you envisioned though and it's not a criticism of the game, more so just throwing ideas out there that I'd do haha.
Overall a really solid game that has such a unique and fun mechanic and a cute buggy world (again, the good kind ;D).
Great entry!
Thanks for the entry, I had fun!
Making the weapon to fall to the ground if stuck in a wall or ceiling would have been nice, especially at that one part ;)
it was really fun to learn to use the big ole sword! I get the feeling that you can move it without it ever hitting the ground, or possibly use it to fly, but I didn't get _quite_ good enough to check.
https://www.twitch.tv/videos/1008218448?t=03h10m49s
The mechanics are fun and feel good. There's a good variety of enemies to beat up that are introduced over time at a pace that keep things interesting. There was a couple times where my sword got stuck somewhere I couldn't reach (and was screwed). I wonder if yall considered a magic-return-my-sword ability lol It may be kind of cool to throw your sword past and enemy, then tell it to return and stab them in the back! *(that may make things a lil too easy)*
The music is great, lots of variety, and each feel appropriate. The sounds also feel good.
Visually the game looks good, very cute style, but I'm a little thrown off by the bigger pixel'd backgrounds, even though their art is very nice! I wonder how'd they'd look with blur for a deeper depth-of-field look? (may throw off overall crispiness of visuals)
I love how the game ends in a boss fight, very nice touch! Throwing the sword at the web to free your friend was also a nice way to wrap it all up!
Good job everyone!
Of course, as others have pointed out (and as I experienced on stream), soft-locks are easy to come by if you throw your tooth too high. Some others have made some good sounding suggestions to fix that, and I agree with them.
Ultimately though, some great work from your team!
The gameplay mechanic is not only very creative, but masterfully executed. The level / enemy design is on-point, offering the perfect balance between challenging and accessible. For me, that level of savory frustration when you find out *exactly* what you need to do to beat an enemy, but still have to go through the motions, is the purest essence of puzzle action games.
I don't believe I have any criticism in particular. There *are* a few quirks as others pointed out, such as the "sword soft-lock" and hitboxes being a bit off sometimes, but hey, this is a jam game, these are to be expected. This is a stellar achievement.
I'm eager to see where you take the game post-jam as there is an absurd amount of potential here. Excellent job, congratulations :trophy:
Absolutely top-notch work with this one. Everything, from the music, to the visuals, to the concept were excellent.
Also, here's a completely unrelated picture of my suffering:
