Sticky Diagnosis by made3
Sticky Diagnosis
While enjoying a football match with a cold beer in your trailer you felt a strange pain in your throat. Maybe a doctor should have a look at it?
Explore the depths of your mouth by moving the tongue depressor around. Buy upgrades to be able to kill more bacteria and go deeper and deeper!

Controls:
[W] [A] [S] [D] : Move tongue depressor left/right/up/down
[Left Mouse Click]: Click in the main menu
Created by:
Martin Beyrle (made3) - coder, designer
Pascal Plewa (zombree) - coder
Cephalo - composer
Game was created in 72 hours for Ludum Dare 48.
Theme: Deeper and deeper
Update: Reuploaded the game with a fix for the memory leak (hopefully). Nothing else was changed.
https://www.youtube.com/watch?v=QO-UU4gvLVc




| Sticky Diagnosis WebGL | https://made3.itch.io/sticky-diagnosis |
| Sticky Diagnosis Windows | https://drive.google.com/file/d/1yE0DHknA0EkV0P5HmjyD6aabqrJ94H9L/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/sticky-diagnosis |
Ratings
| Overall | 268th | 3.935⭐ | 33🧑⚖️ |
| Fun | 218th | 3.903⭐ | 33🧑⚖️ |
| Innovation | 114th | 4.065⭐ | 33🧑⚖️ |
| Theme | 83th | 4.323⭐ | 33🧑⚖️ |
| Graphics | 456th | 4.065⭐ | 33🧑⚖️ |
| Audio | 176th | 4.017⭐ | 32🧑⚖️ |
| Humor | 97th | 4.048⭐ | 33🧑⚖️ |
| Mood | 670th | 3.672⭐ | 31🧑⚖️ |
| Given | 37🗳️ | 30🗨️ |
Pros: Fun gameplay, interesting idea, disgusting idea, cool idea!
Cons: A bit repeptitive (but hey! aren't all LD game? :) )
The balance of the game was a little off. I think the spawn of items and enemies is a bit too random. So, getting 4 bad guy germs before a single defensive food token killed some runs very early on. Too much luck involved, in that way. I think the core loop works, the level design needs a little more love.
Overall, cool concept, decent art, trippy music and a good game.
It's great you had the time to implement some upgrades. Made play the game even longer!
As @steve-dragon said before, the spawning of the items & enemies felt too random. Sometimes I found myself surrounded by 4-5 enemies.
Great concept of getting deeper and deeper, good art work and a nice soundtrack! Once again, great job!
EDIT: the game did freeze and eventually run out of memory once during the game over screen, at about 700 cm
Sadly I ran into memory leak error (played web build) and the game crashed so I didn't finish it. I left game on that game over screen and went AFK for a minute or two and when I returned, there was a error message.
(also thanks for the awesome entry too :wink:)
Feedback:
* It's a bit hard to line up the left overs with the bacteria when you have it on the side (though could be as intended)
* Initial loop is slow, and can get a little frustrating
* Can be a little disorientating in the menu as there's no cursor - but it's quick to work out. Might be a nice addition to also use Space instead of mouse click?
The menu cursor is a good feedback! We disabled the mouse shortly before submitting because otherwise the player would have tried to click on (for example) the upgrade button with the mouse. With a little more time and motivation it would have made sense to, as you said, use space/any other keyboard button instead of mouse click. Or implement both, keyboard movement/press as well as mouse movement/click.
@conduit Thank you! :smile: We did not have the chance to interview the patient. Once we do we will ask about the teeth :grimacing:
But, I really love the concept, game design is awesome, it's not buggy as hell, it's very polished, the facecam effect is sooo cool, and the audio is nice too.
Overall I think it just needs some little twists here and there.
Good work team! Keep it up ;)
https://www.youtube.com/watch?v=kAQ0odowKTg
1 - Mechanics, Learning and Flow:
Main mechanics: advance with the tongue depressor collecting coins, avoiding obstacles (teeth?) And annihilating bacteria (resembling the shape of some viruses) with the use of leftover food (what, hahahahahah). In addition, the game has the possibility (very interesting) of acquiring improvements (example: increasing hit points).
The bacterium moves in such a way that (sometimes) it is impossible to escape (example: when they reach the bottom corner of the screen). My first suggestion: change the movement of the bacterium a little (the bacterium leaves the screen if it reaches the bottom, or the bacterium follows specific points on the tongue depressor).
It would be interesting to be able to drop the food, to pick up again with another part of the tongue depressor, this would allow a better control capacity on the part of the player.
The advance in the scenario depending on the position of the tongue depressor is something that I'm not sure is the best option, but it is something quite interesting anyway (it currently influences more the appearance of more elements and the displacement of fixed elements, not influencing a lot with regard to bacteria).
The collision of the food with the bacteria could be more noticeable, or the food could attract a little bacteria if it were in the tongue depressor (to facilitate the hit).
About learning to play: I really liked the menu, I thought the camera would be equivalent to the menu camera, which would make me think that the menu would be teaching how to play (but the background style of the scenario in the main loop of the game was also very interesting and well resolved). As for learning in the main loop: I found it easy to understand the workings of the elements and difficult to advance a lot (I believe it was on purpose to take the person to the mechanics of improvements).
The game starts out difficult and becomes very difficult in a few moments (not that constant). I suppose it is good on the one hand (because it has improvements to buy) and that it can be improved on the other (balance more, but that outside the event time). The game seems to me to be arcade (I haven't identified a win condition (so it is a suggestion to have a ranking for better scores in a post event version)).
2 - Graphics, Audio and Narrative:
I liked the graphics that incorporate clippings of images, I thought it was well finished in terms of Ludum Dare's time. It would suggest (as a form of polishment) the improvement of the menu screen (it would give a rethink for the most important elements to be at the minimum height) and only little used elements to be higher. I would also suggest changing the main screen's framing a little to give you a feeling of freedom (but this should be better reflected with the project's game designer, as it may not be the intended experience).
I really liked the audio and I thought it was really cool to change it after some game time in the same "race". The music, however, becomes repetitive in a few games. Which makes me summarize for: it was very good for the event time, but there could be variations and / or other effects and mechanisms that would make the audio stay pleasant for a longer time.
The narrative is not the focus of the project. Despite this, we can find a funny and funny character in a kind of surreal search for an exam.
3 - Culture:
The game makes a lot of connection with the good mood it presents, it makes us laugh about our current situation (pandemic) and about exams in general.
The game could be more connected to culture if it opted for a closer approach to reality by using other elements (but I couldn't imagine elements that could replace food as weapons against bacteria (perhaps medicine blisters?).
4 - Monetization:
With polishment, the game could sell with advertisements on smartphones (especially if they add a table of better scores (distance and total money (even the money spent would go into that account)). Or maybe the game can be formatted to serve as tension relief during visits medical.
1 - In retrospect it seems really hard. We
2 - Thanks, the point about varying the menu buttons is helpful! I did not give it any thought while creating the menu, but next time I guess I have to do that.
4 - I don't think anyone would like to see a tongue depressor going a few meters deep into a throat before a doctors appointment! :laughing: