The Chimney by Michael Grieshofer
You are a mercenary with the task of protecting a research team, investigating a mysterious structure in the ocean. You will fight against evil creatures, manage your inventory, and slowly but surely make your way into the heart of the Chimney.
Made in under 72 hours for Ludum Dare 48 with the theme -deeper and deeper-
Tools used:
Godot engine
Audacity
Dialogic plugin for Godot by Emilio Coppola: https://github.com/coppolaemilio/dialogic
Audio assets used:
https://opengameart.org/content/handling-guns
https://opengameart.org/content/q009s-weapon-sounds
https://opengameart.org/content/the-free-firearm-sound-library
Font used:
https://www.dafont.com/de/fragment-core.font



| Link | https://michael-grieshofer.itch.io/the-chimney |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-chimney |
Ratings
| Overall | 1302th | 3.289⭐ | 21🧑⚖️ |
| Fun | 1234th | 3.132⭐ | 21🧑⚖️ |
| Innovation | 1432th | 2.816⭐ | 21🧑⚖️ |
| Theme | 1260th | 3.368⭐ | 21🧑⚖️ |
| Graphics | 1324th | 3.278⭐ | 20🧑⚖️ |
| Mood | 1220th | 3.263⭐ | 21🧑⚖️ |
| Given | 15🗳️ | 8🗨️ |
Didn't understand how to shoot, so ended up jumping above them.
I liked the humor in the tutorial. I do wish the tutorial had some time where you could practice aiming without losing any ammo, though. That would have helped because the aiming mechanic was very not intuitive. I wish I could've aimed with the mouse or moved while aiming.
Also, I was very excited to find some extra ammo lying on the ground, but when I tried to click and drag it into my inventory, it didn't go there. That was a shame, since moving things around in the inventory seems like a fun game in and of itself.
There also didn't seem to be any reward for killing monsters, so it was better to just avoid them or jump over them rather than waste ammo. I only got as far as the second area (pink area) before dying, so maybe Hard Mode isn't for me.
Otherwise, the graphics are simple but very efficient and readable.
Overall, a very stylish entry. Thanks!
I like many aspects of this game. The story-telling is good, and the visual style is particularly unique and clean. The character movement also feels pretty good, though I would have liked it if the walking speed was closer to the running speed, and if the running speed was a bit faster. I also think the inventory system is pretty cool: it doesn't add much to the actual gameplay, but it made me care more about the items that I found, and increased my immersion in the game.
One thing I would change is the control scheme for the gun. Using the mouse to shoot but not to aim feels clunky. Also, RMB for aiming triggered my context menu, and sometimes I would accidentally click something in that menu (like "inspect element" or "show page source") and then get kicked out of the game... definitely a risk when relying on RMB in a browser game. Also also, I kept forgetting that you can only reload when aiming, and I think that being able to reload at any time would be more natural.
Even though I'm complaining, I really appreciate that this game is innovative and explores a new control scheme! Overall I enjoyed my playthrough, and would have kept playing if there was more content!
Yeah I did not consider the context menu thing. You are absolutely right. The shooting controls are a the main problem people are having and I can see why. I wanted to replicate the gameplay of resident evil 4 in 2d and while I was developing, I had to do some changes to make it work. The aiming with the W S keys was necessary to make it slower and more difficult.
Im not sure how successful it was tho. I dont think the gameplay as it is would work in a longer game.
And from the comments I guess people also don't like it very much. Was worth a try though.
Another thing I thought about is the usability of the inventory system. Right now it doesn't really serve a purpose except for being a cool thing. It would be nice if you integrated it in some way, like for example giving the player loads of weapons so that they have to select which ones to carry, or perhaps a weight counter in the inventory and then making the bridge require your inventory to be below a certain weight to able to cross, or something of the sort. Or to spitball more ideas, having pickable items that are essential for progressing the level take up a lot of inventory space so you have to juggle and manage your inventory a bit more. You get the idea. Just something to make the drag and drop inventory system more of a used feature in the game :)
Overall really nice work, I don't think I've ever had time for a whole tutorial as well as intro/outro in a ludum dare yet. Impressive stuff :)
The shooting controls need some time to understand although, and I don't quite understand the difference between rifles and machine guns (Pistols and shotguns have different range, which allows me to know when to use them).