Grouchou The Ugly by moon519
Grouchou is a third person exploration-platform game. You play as a monster, trying to escape a medieval city full of people. You have to avoid the villagers (otherwise you will be put in jail for your ugliness). In the mean time, you have to collect all the hidden items to complete the game.
All the assets were find on the Unity Asset Store (except for the post light)
I did the programming, and all the asset placement with the terrain.
All the assets were find on the Unity Asset Store (except for the post light)
I did the programming, and all the asset placement with the terrain.
Ratings
| Coolness | 39% | 1668 |
| Overall(Jam) | 3.00 | 716 |
| Fun(Jam) | 2.45 | 952 |
| Graphics(Jam) | 3.25 | 595 |
| Humor(Jam) | 2.59 | 642 |
| Mood(Jam) | 3.05 | 569 |
| Theme(Jam) | 3.75 | 287 |
But, I'm quite eager to check this one out, looks good on screenshots
Sorry for this guys (first jam here)
There's a couple of lighting and texture problems on the map. Sometimes the character randomly starts to crouch for to me no apparent reason. The control scheme is also very unconventional.
While moving around it didn't seem like I had to crouch or actually hide from anything. The AI was dumb enough not to be able to follow me and I could outmaneuver pretty much anything. A radical simplification of the game could have helped a lot here. An example: Instead of villagers, have sight posts with search lights that move around in a well predictable manner. That way it would be immediately obvious once you've been detected, and the puzzles in the world could be designed around dodging these lights.
Generally I'm not sure what the story behind the game is. Why am I collecting these things? Why are they lying around randomly? Having items that are more in-theme with the rest of the village could have fixed that: Stealing chickens, produce sacks, or other random goods that match better with the rest.
I suppose it was a good first learning experience though and I wish you all the luck for your next entry. I'd suggest simplifying your initial game idea for that when it comes around. Taking a very simple idea and fleshing it out fully will result in a much more enjoyable game than trying to be overly ambitious and only finishing half of it all.
I didn't work on the game the whole week end, I just put like 10/12 hours alone in the game. I wanted to make something fun enough for people to play with, not make the best game ever :) That's why there is no reason to pick up the items, and no reason for them to be there. They just seemed funny to me so I put them in the game as items to collect!
The AI could have been much better, I wanted to make something not too hard and not too easy (Fact: I did not succeed, it's very easy to avoid them)
For the control scheme, I can't understand what the problem is. You can just change your keyboard to azerty (I do this for every ludum dare game in qwerty and I am doing just fine) and it works like a charm ^-^
And personally, I don't think I was too ambitious for the game: it was fairly simple to do, and even if it could have been much better, everything works and is still enjoyable :) Next time I will try to spend more hours in the jam, to provide a more polished game!