Eat Prey Live by mrnyarlathotep

[raw]
made by mrnyarlathotep for Ludum Dare 48 (COMPO)

Play Online

ld1.jpg

Controls:

Up / Left / Right cursor keys = movement

Spacebar = dash

m / s = toggle (m)usic and (s)ound effects on / off

Gameplay

This is a pretty low-key ambient type of deal. Eat to grow bigger, get big enough, and dive deeper to find more food.

As usual I try and experiment with something in my Game Jam entries, and this one I tried to go with no HUD.

I didn't quite manage it, but a lot of information is visible on your character, like dash charge status, how much you've eaten and how much more you need to eat to get another growth spurt.

I've not used Construct much, so my source code is just my Construct Project file, as it doesn't look like you can do much importing and exporting of scripts in it.

Tools Used:

  • Construct - everything including the art
  • LMMS - music, SFX
  • Audacity = audio cleanup

Ratings

Overall 721th 3.045⭐ 24🧑‍⚖️
Fun 737th 2.818⭐ 24🧑‍⚖️
Innovation 780th 2.571⭐ 23🧑‍⚖️
Theme 650th 3.227⭐ 24🧑‍⚖️
Graphics 444th 3.455⭐ 24🧑‍⚖️
Audio 467th 3.091⭐ 24🧑‍⚖️
Humor 610th 1.868⭐ 21🧑‍⚖️
Mood 460th 3.227⭐ 24🧑‍⚖️
Given 20🗳️ 21🗨️

Feedback

MKRaw
26. Apr 2021 · 02:54 UTC
This game is very trippy
lokt02
26. Apr 2021 · 07:39 UTC
This game reminded me first stage in Spore.
🎤 mrnyarlathotep
26. Apr 2021 · 10:18 UTC
@lokt02 - yeah, my inspiration for this was equal parts fl0w and Spores first stage, but both filtered through my memories of them, having not played either in years! :D
Attala
26. Apr 2021 · 11:26 UTC
Very nice implementation of the gameplay idea. I found this game to be a relaxing break at work :) Kudos on the music and mood you managed to create. Good job.
mausimus
26. Apr 2021 · 11:27 UTC
It's pretty cool, the mood is excellent. I feel like there shouldn't be an edge to the map, a loop perhaps. It's very chill and it'd be fun to have autopilot and just watch the medusa go around, the smooth movements are the best part but the controls felt a little dull. Great idea though!
saintchristopher777
26. Apr 2021 · 11:28 UTC
Yep, def Spore vibes! Love the minimalist character design and water effects.The map needs to be a tad more "busy" I think though - sometimes it's hard to tell if you're even moving when the ocean's so empty...
exewin
26. Apr 2021 · 11:34 UTC
Cool, This is how far I got:

![Capture.PNG](///raw/3ed/e1/z/3d623.png)

Certainly, nice approach on theme.
mudlee
26. Apr 2021 · 11:52 UTC
What a relaxing game :) I'm not sure I got the goal but spent some time to just chill :D
Hilvon
26. Apr 2021 · 12:26 UTC
Took me some time to realize that I can eat the bigger fish if I manage to headbutt them before they chomp my tail off.

At the depth of about 200 one of the noise filter started looking like TV static.

At the depth of 240 got insta-killed at spawn. Probably because the tail section maintains momentum from dashing on the previous level to progress.
Erkberg
26. Apr 2021 · 19:40 UTC
A nice, relaxing experience with simple but effective visuals and audio. That water effect really is quite mesmerizing and I just continued playing on and on, until I too got spawn-killed and released from my temporary trance induced by this game :)
pdotjpg
26. Apr 2021 · 21:38 UTC
Ha, can definitely see the Flow inspiration here. Two simple things that would probably improve the play experience would be 1) not making the player hold the up arrow constantly, and 2) zooming out the camera a bit – there were quite a few moments of blind wandering around, hoping I'm not leaving the play area into an empty void. Other than that, a pretty nice and chill experience. Zoned out for a bit longer than expected with it.
cottontshirtz
27. Apr 2021 · 04:09 UTC
Very much liked the water effect, and I also liked how all of the information in the game is diegetic!
Venezia
27. Apr 2021 · 14:54 UTC
Really enjoyed the zen type experience of this for the bit of time I played. The background subtlety changing felt nice and fun :) I got a "Spore" vibe almost immediately. Definitely something that could be expanded upon. Good work!
welby
27. Apr 2021 · 15:30 UTC
It's a very surreal setting which was cool. I had trouble dying though so I just chilled out and eventually the Jellyfish ate me. I kind of wish i had somekind of depth meter though.
MicroChasm
28. Apr 2021 · 05:20 UTC
Nice chill game. I appreciate games where the HUD is on your character. I wish that there were more things to interact with-- why not 20x as many things on the board? More things to interact with makes the game feel better to play. It would be cool if the play area were really large, or wrapped around the sides, so that it felt like a large organic area instead of a box of collider objects. Nice experience overall.
BoClow
28. Apr 2021 · 05:45 UTC
I liked the main fish and how you implemented the UI in it. I kind of wish your fish creature would have just kept on growing bigger and bigger.
Rolle
28. Apr 2021 · 05:53 UTC
Beautiful game! I love the ambient feel of it and the game play.
Also really like how the player and the "enemies" moved/flowed. Well done!

Some thoughts, and I know the time constraint probably made you have to prioritize other things:
Difficult to know where you are supposed to go sometimes, as you have no point of reference. I sometimes just swam around for a minute or so without seeing anything else. Maybe as the others suggested, a zoom out or a map or something?

Also I thought you should eat "enemies" that are smaller than you. But it seems I could eat all? Or did I loose a "life" when I did this...? Seems I could eat larger prey but it wasn't clear why (this could be because of my previous experience with games like this, nothing says you couldn't).

Congrats to a really special and nice game! Thanks for the experience of playing it!
Trungler
28. Apr 2021 · 05:59 UTC
Relaxing game, I like what you did with the background and how it seems to move faster when you dash.

For suggestions: I think that reducing the time where you're wandering around with just the backdrop should be reduced (unless you intended to give a "lost" or "aimless" feeling to the player, in which case: great!), perhaps drop in a few more of the little points around, or have the enemies actively wander towards the player (but not directly at them).

Overall, this is very solid! Love the way the information is given to the player through the game itself, not through UI.