Billy Nauseous by cake
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

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
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|Sneak peak of the second level "Lungs" (play it yourself!) |
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Roles:
Diogo (Cake) : Programmer
João (Bear) : Artist
Vera (glv-p) : Artist
Tools:
Paint Tool SAI
Krita
Blender
Unity
Visual Studio
SFXR
| HTML5 (web) | https://damm7z.itch.io/billy-nauseous |
| Game Manual | https://drive.google.com/file/d/1nNLoyTVoQgvclhKGh0dwhi6SqQSZg-Rb/view?usp=sharing |
| Windows (Also on Itch.io) | https://drive.google.com/file/d/1kIBhjZF5NbY3B7vlzV55Y1L6ZeVPq6wb/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/billy-nauseous |
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🗨️ |
There is some cool music in the main menu, I wish there was some music in the stage aswell!
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!
To summarize, I liked the atmosphere, but find the gameplay a bit too clanky. Still a pretty nice 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.
If we do make a post Jam version we will be sure to patch it!
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 :)
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 :)
Part 1 of your game; https://www.twitch.tv/videos/1007422901
Part 2 of your game; https://www.twitch.tv/videos/1007237865
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:
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!
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:
PS, not sure if you intended it, but the last two bosses have a blind spot :wink:
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
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!
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!
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:
Thanks for playing!
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!
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.