Billy Nauseous by cake

[raw]
made by cake for Ludum Dare 48 (JAM)

Into the insides of the beast!

In a world where everything is unpredictable will Billy be able to survive and fight inside the disgusting and dangerous body of a monster to save his sister?

Hey all! Diogo (Cake) here, for this Jam we entered with a team of three!

We poured our hearts out on this one, and even though we wished we could have made more, we still hope you have fun!

Thanks to @glv-p we have a Game Manual like games used to have! So if you want to know more about the game, including renders, enemy types, controls, levels, etc... please take a look!

All assets (models, textures, sprites, sounds, animations, etc...) and code were made uniquely and solely for Ludum Dare 48 “Deeper & Deeper”, within the 72 hour time limit!

Story

Billie and Billy always loved to explore, go on adventures and solve mysteries. Billie was the bigger brother, so he always protected his sister from the dangers of the world (which is very difficult because she is very stubborn and curious).

As they walked in the street, they noticed the lack of cars, signs and people. On their way to the forest, it started raining and the thunder was becoming stronger and stronger. The two brothers started to seek for shelter but, without success, they become tired and unmotivated. When would their adventure begin and where was everybody?

Unexpectedly, Billie looked at a tree that had a huge hole in its trunk, almost in the shape of a door. She felt like something was calling her and decided to run to the tree, entering the gigantic hole. Billy had a bad feeling and noticed a big shadow appearing next to his sister. He screamed at her to run but it was too late... She turned to look at Billy as a colossal monster appeared behind her and swallowed her with its enormous mouth full of spiky teeth. Billy could not believe what happen.

Filled with courage, he run as fast as he could and decided to enter the monster's mouth to rescue his little sister from falling deeper and deeper into the monster. Will he be able to face all adversities to save Billie?

Now go! Deeper and deeper into the monster to save your sister!

Objectives / How to play

BillyControls.png

You can also press ESC at any time to quit, if you are playing on windows.

Defeat all the monsters in each room until you get to the boss. Defeat it and go into the next stage (monster's organ). There are three stages: Heart, Lungs and the Monster's Exit.

Previews

Some moments in the first level "Heart" | Some moments in "Heart Boss" fight :-------------------------:|:-------------------------: BillyNauseous<em>Heart</em>0.gif | BillyNauseous<em>Heart</em>1.gif

|Sneak peak of the second level "Lungs" (play it yourself!) | |:-------------------------:| |BillyNauseous<em>Lungs</em>0.gif |

Roles:

Diogo (Cake) : Programmer

João (Bear) : Artist

Vera (glv-p) : Artist

Tools:

  • Paint Tool SAI

  • Krita

  • Blender

  • Unity

  • Visual Studio

  • SFXR

Ratings

Overall 1315th 3.283⭐ 32🧑‍⚖️
Fun 1350th 3.05⭐ 32🧑‍⚖️
Innovation 1345th 2.883⭐ 32🧑‍⚖️
Theme 1145th 3.467⭐ 32🧑‍⚖️
Graphics 567th 3.967⭐ 32🧑‍⚖️
Audio 1171th 2.683⭐ 32🧑‍⚖️
Humor 685th 2.964⭐ 30🧑‍⚖️
Mood 1237th 3.25⭐ 32🧑‍⚖️
Given 91🗳️ 27🗨️

Feedback

Pikatchum
27. Apr 2021 · 03:54 UTC
Nice game! I was not expecting a 3D game with the picture you are showing ahah
There is some cool music in the main menu, I wish there was some music in the stage aswell!
Bearacus
27. Apr 2021 · 18:55 UTC
@pikatchum Hi Pikatchum, Bear here! Thank You for giving our submission a try! The mentality we carried regarding the omission of music in the stage was partially(mostly) due to time constraints... :sweat_smile: It's true! When we submitted Billy Nauseous™ we we're all exhausted and decided to take a breather and comeback to give our submission page the attention it deserved! featuring a couple animated previews of the game!
Sengi
27. Apr 2021 · 19:13 UTC
Gave me Binding of Isaac vibes, and I love this game. Interesting perspective and work on a shaders, didn't reached the sneaked peaked Lungs are, but looking forward to some more challange in there as well.
TomBuston
27. Apr 2021 · 19:15 UTC
Fun game! The controls are a bit weird I think, I would have prefered something more like The Binding of Isaac with shooting on the arrow keys, having to press the spacebar each time is a bit unnatural.
The artstyle is a bit trippy but it's coherent and works well. A special mention to the animations: they are great and help make this universe believable.

Overall I had a good time playing your game, well done!
Krebzor
27. Apr 2021 · 19:19 UTC
The game is really nice, however the area of vision was kinda clunky.... because sometimes I couldnt see what was hitting me or from where it came, so I kinda wasnt enjoying that part. The graphics are awesome to be honest and it is obvious you put much hard work into it.
LittleGamer
27. Apr 2021 · 19:20 UTC
Nice settings and graphics, but the the game is a bit too hard to me. There are good ideas like the ennemies pushing you in the lung section. The sounds are a bit unnerving to me, maybe too high-pitched.

To summarize, I liked the atmosphere, but find the gameplay a bit too clanky. Still a pretty nice game !
Susumu Asaga
27. Apr 2021 · 19:25 UTC
Really fun and creative game.
I found a bug where the enemies in the lung level pushed me upwards the Z axis and I couldn't die or kill anything.
LuxeL
27. Apr 2021 · 20:51 UTC
I love the art style! Good job :D
🎤 cake
27. Apr 2021 · 21:37 UTC
@krebzor Thanks for noticing the hard work, it means a lot! We decided to use the orthographic camera to give it more of an arcady - 2d like feel... Although it is true that it might get confusing sometimes, it did get the feeling we were going for! We will be sure to work on it for the next game that uses this style so we can minimize confusion of where things are comming from :smiley:
🎤 cake
27. Apr 2021 · 21:41 UTC
@susumu-asaga Glad you enjoyed it! We did notice the bug, but it was too late to fix it... It is caused by the small hitboxes of the little *blood balls* on the floor, the *"force"* of the push makes the player climb them...

If we do make a post Jam version we will be sure to patch it!
Bearacus
27. Apr 2021 · 22:19 UTC
@sengi Thank you for giving **"Billy Nauseous"** a chance! I'm sorry to hear you couldn't reach **"Lungus"**. We stand by the difficulty we set the game in. We wanted to make the game a bit challenging so that it wouldn't feel like the player was just going on a guided tour of the assets. Binding of Isaac was, for sure, an inspiration for our project during the brainstorming stages and it seems that the similarities shine through with the gameplay aspect and gruesome visuals. Hope you give our game another go and witness all it has to offer!
Bearacus
27. Apr 2021 · 22:24 UTC
@tombuston Happy to hear you had a good time with **"Billy Nauseous"** ! During development, after so much play testing, our control scheme felt like 2nd nature. We had a very good idea of what kind of look we wanted for our game, very early on so we made an effort to get both glv-p's and mine's art to complement eachother as best as possible in the time constraints-. Thanks for the feedback!
Glv_p
29. Apr 2021 · 09:37 UTC
@littlegamer Thank you for the feedback! :D Unfortunately we didn’t have time to improve the part of the sounds but it’s something we still want to do.
Glv_p
29. Apr 2021 · 09:38 UTC
@luxel Thank you! I'm glad you liked it :)
MarcoMing
29. Apr 2021 · 20:49 UTC
I really liked this game and I am proud to say that I did managed to save Billy! did you coded the shaders or have you used shader graph for the dissolving effect? very nice game anyway! good job
Duck Reaction
29. Apr 2021 · 20:58 UTC
Oh my god, I think the game is really hard and also... I'm really bad haha
Seriously, I like the vibe "Binding of Isaac" and graphics that remind me ps1 game but in good way. For me it's not an issue if the game is really hard but maybe the trap (that looks like big teeth) has a trigger too big or maybe the damage area is not clear enough, it was really frustrating. Maybe sometimes being more permissive in your gameplay, enemies AI, you can create a really hard game but also fair play, because as player we know the reason why we loose. But I appreciate the effort on sound and with more layers of game feel, visuals, sounds, it could be a really good game! Great job :)
the_body
29. Apr 2021 · 21:08 UTC
haha :D I like the visual art and organic environment! I am a fan of art with guts at all :D According to me is the movement and the attack combat a bit tricky but nice job!
LuckyFeathers
01. May 2021 · 11:56 UTC
Really good entry. I like the graphics and the base gameplay. The game is too difficult though. This is a common problem in LD games. You have to remember that you've been practicing the game for 72 hours, and we just get 5 minutes. After about 6-7 minutes I quit before beating the first boss. This could also have been solved by not forcing the player to restart from the beginning, but rather respawn at the same level.

I also think it would have been simpler if movement and shooting was limited to 4 directions, i.e. only up, down, left and right. Not sure though, maybe that's just because I'm used to Binding of Isaac.

Lastly, I think the bottom wall should have been removed because it often blocks sight of enemies.

Other than that, pretty good game :)
JUSTCAMH
01. May 2021 · 17:16 UTC
Hey matey, thanks for submitting your game to stream! I enjoyed playing it, and hope that the feedback was helpful. The stream died for a bit, ya didn't see me beat the final boss, but I definitely did!

Part 1 of your game; https://www.twitch.tv/videos/1007422901

Part 2 of your game; https://www.twitch.tv/videos/1007237865
🎤 cake
01. May 2021 · 19:18 UTC
@marcoming Thank you for playing! And congratulations, you might just be the first person to save Billie and finish the game!

We always make the point of learning something new each _Ludum Dare_, so I learnt shader graph and that is what is used for the dissolving effect (and the player getting hit also!).

It did cause an issue from what I'm seeing where the HTML version is too slow with the dissolving, causing it to be harder to see enemies when a new level starts :sweat_smile:
🎤 cake
01. May 2021 · 19:27 UTC
@duck-reaction I really appreciate your feedback! You are right, the big teeth trap has a hit area that is hard to judge, especially in such a small space, so next time we will be sure to take more care when implementing mechanics like that.

I also noticed that some people are not realizing that you can shoot diagonally! That can really help reduce the difficulty :smile:

Thank you for playing!
🎤 cake
01. May 2021 · 19:37 UTC
@luckyfeathers Thank you for the detailed feedback! Really helps to discuss the game's problems to improve our skills :slight_smile:

The game doesn't always start the player at the same point, once you defeat a boss, you spawn in the new "stage" until you defeat the next boss. This was done on purpose to reward the player for "learning" each room layout and enemy positioning, but I do agree that it got a bit too hard... I would have liked to play with the idea of adding a limit to the player's _ammo_ and decrease enemy difficulty, but ultimately we didn't have time...

Regarding the bottom wall, I noticed recently that the HTML version takes a much, **much** longer time dissolving the wall. As I mentioned in another comment, I think this has to do with the way Unity ports shader graphs, I'll have to study it more for next time!

Thank you again for taking the time to play and leave feedback :smile:
Glv_p
01. May 2021 · 20:42 UTC
@justcamh Thank for playing and for the feedback!
josephdevelops
01. May 2021 · 21:33 UTC
I came back since you commented on my game's page. Awesome entry!!! I rated.
BoxedMeatRevolution
02. May 2021 · 07:32 UTC
Very unique art style; I loved the animations of the characters and obstacles! Backstory was cute, and I appreciated the fresh take on the theme. I managed to beat the game, but man were those brown pushy guys frustrating :laughing:

PS, not sure if you intended it, but the last two bosses have a blind spot :wink:
Glv_p
02. May 2021 · 08:05 UTC
@josephdevelops Thank you!!!
Glv_p
02. May 2021 · 08:52 UTC
@the-body it was challenging to do nauseous art 😁 I'm glad you liked it! Unfortunately we didn't have time to improve the attacks and movement but for future games we will!
his-games
02. May 2021 · 15:10 UTC
great art style, fantastic modelling. I really love the dynamic of heading down a monster's body, in frantic shooter gameplay. The enemies are juicy to kill, and it controls well. There seems to be a bit of a bug around invincibilty, where at the start of the level you can't kill anything, but that is insignificant.
Nikolay Zapolnov
02. May 2021 · 20:38 UTC
Hey! Thanks for sending us the game to play on stream!

This game has AWESOME aestetics and graphics style.

The only downside is the controls. For some reason shooting up-left didn't work for me (while shooting up-right did :shrug:). Also sometimes collisions took two hears instead of one which was a bit frustrating.

Its super great that you have made multiple stages with different styles and different enemies! Also its awesome you had bosses (though to be honest they were quite easy, much easier than normal rooms :) I had fun playing your game and I am happy I was able to finish it :)

Great work, keep up!

Here is a timed link for the stream:
https://youtu.be/vC17EaL3CcI?t=9258
Evgeniya Zapolnova
02. May 2021 · 21:42 UTC
This game looks amazing! I really like style of art. And tasty choco-monsters :)
LDJam user 245161
06. May 2021 · 16:52 UTC
The art is pretty slick! And I'm always a fan of Robotron type gameplay. Although since there seems to be no bullet cooldown I was able to just rapidly tap space and demolish stronger enemies easily. Generally, for Robotron-type controls, it would probably be better player experience to ditch the spacebar and just have it auto-shoot at a fixed rate whenever you hit the arrow keys.
🎤 cake
06. May 2021 · 22:38 UTC
@boxedmeatrevolution Glad you found the story amusing! Thank you for taking the time to read it and playing the game!

The Puffys are really frustrating! We do think the hitbox on the spikes should have been clearer to make the player feel like it was fairer :sweat_smile:

I did notice the blind spots, but unfortunately didn't have the time to patch it in the deadline! The approach I used for the bosses patterns uses angles, so it was a matter of configuration... Although I now regret it! Would have been better to use rays that could be added and configured in the Unity editor, it would be more visual to make the bosses and no blind spots would have passed into the final build!
🎤 cake
06. May 2021 · 22:44 UTC
@his-games Thank you for playing and taking the time to leave feedback :smile:

I'm happy you think the gameplay is satisfying! The invincibility was not really a bug, there was a configurable time variable for the invincibility of the monsters on the start of a level, this was to make it "fairer" for the monsters that have to "rise" from the ground _(they could be shot before they were ready to attack :frowning2:)_, but I do recognize that it does feel a bit awkward when you play... We will be more cautious of it next time!
🎤 cake
06. May 2021 · 22:52 UTC
@nikolay-zapolnov Hey!! Thank you for playing the game and finishing it!

I decided to use the new Unity input system, so maybe it has a bug on the WebGL port! In my desktop and the rest of the team's computers we can shoot in all directions, but in my laptop I can't shoot in one of them as well :sweat:... Hoping it gets fixed in the next version!

The collisions should have a cooldown! When monsters gang up on you it is really hard, will keep it in mind for the next one!

Thank you again for playing and for leaving feedback :smile:
🎤 cake
06. May 2021 · 22:54 UTC
@evgeniya-zapolnova I wouldn't recommend eating them!! :laughing:

Thanks for playing!
🎤 cake
06. May 2021 · 22:58 UTC
@ultimatewalrus Thank you for the feedback, we really appreciate it!

I'm glad you mentioned bullet cooldown, as I mentioned in another comment, I wanted to have had the time to implement bullet cooldown/ammo, so I'm happy you agree it would have been a good thing!
blobo
08. May 2021 · 16:27 UTC
I love the dithering effect on the wall when you enter a new room! I think some elements could be a bit more clear, like the spikes. I initially just thought those giant rib-looking structures were decoration, but later found out it takes 2 whole hearts for stepping on it! All around, this is a pretty nice game! Great work.
CinderBlock
15. May 2021 · 17:22 UTC
I can see that a lot of work went into creating, and the fact that you were able to get this much done in 72 hours is really impressive. However, I feel that the game could use quite a bit of polish.
The controls were somwhat unintuitive, and not super easy to get the hang of. It feels like you ran out of time to really polish the enemies/hitboxes/etc. I also wasn't exactly sure what would hurt me, and what wouldn't.

Overall I really liked the stylized look of the game. It had a "after-dark cartoons" kind of vibe.
Bearacus
18. May 2021 · 11:28 UTC
@100th-coin Hello! Thank for giving Billy Nauseous a try! Despite the time constraints, we wanted to, atleast, give animation to all elements you could interact with. Thank you for the feedback!~
Bearacus
18. May 2021 · 11:43 UTC
@cinderblock Thank you for the feedback, CinderBlock! We tried to cram as many assets and features into the final product and we "shot ourselves in the foot" per say. We tried a variant from the title Binding of Isaac's control because we felt like out initial concept for the game fit the style. Thank you for giving Billy Nauseous a try!