Shpooky Pooky by Tyler Law

Sweet Pooky has departed us... and then come back! Pooky will stop at nothing and use everything to find the way back to their beloved owner. Possess possessions, survive the surreal and triumph over treachery as you guide Pooky on their quest!


Posses with Q Move with WASD Hop with Space
Make it to the green square (is it a pee mat? I don't know.) Now go get 'em!
- Bradley | Art / Developer / Music
- Charles | Art / Level Design
- Nick | Art
- Tyler | Art / Developer
| Link | https://superultragames.itch.io/shpooky-pooky |
| Original URL | https://ldjam.com/events/ludum-dare/49/shpooky-poochy |
Ratings
| Overall | 613th | 3.625⭐ | 26🧑⚖️ |
| Fun | 730th | 3.438⭐ | 26🧑⚖️ |
| Innovation | 325th | 3.696⭐ | 25🧑⚖️ |
| Theme | 880th | 3.396⭐ | 26🧑⚖️ |
| Graphics | 795th | 3.563⭐ | 26🧑⚖️ |
| Audio | 671th | 3.25⭐ | 26🧑⚖️ |
| Humor | 731th | 2.925⭐ | 22🧑⚖️ |
| Mood | 766th | 3.409⭐ | 24🧑⚖️ |
| Given | 29🗳️ | 23🗨️ |
Killer little game. Love the title screen art and the absolute JAMMING BGM
Some levels didn't have shadows that I think would have helped a lot. But very entertaining :)
@jepjoh2 @tory Some classic drop shadows below the possessed objects would be a great idea. It would definitely help orientate in the isometric space. Great idea!
@seskon Unity's physics stuff is tricky and then to top it off the web build didn't play the same as it did in the editor :cry: lol that was fun to find out at the last minute :sweat_smile:
@simex Haha yeah initially the lack of a ground check on the jump wasn't intentional but as physics stuff got wonky we thought it might be a good idea to leave it. It could probably get worked into some kind of more polished game mechanic :thinking:
@afraidofdark Totally agree that the first level is a bit too hard with those objects. I could probably be nice and put some invisible walls up too lol.
@mouf @devundead Thanks for playing and for the feedback. I'm glad you liked it :smile:
In my opinion, the music wasn't pleasant as for the controls of the balls.
But otherwise the concept was interesting and the graphics are appealing.
Would be cool to have sfx also !
Nice job everyone :smile:
Graphics are nice and sounds are amazing!
The only thing that I say is that I basically rushed through the levels by rapidly pressing the spacebar, which made me fly, basically. It was still weird to control that way, and also lost a lot falling out of the stage.
Nice little game :)
Good work!
I don't think this is easy to achieve though, especially on short notice. The concept here requires some really crazy use of the physics engine to really feel nice. Games like *Everything* sidetracked this by using some ridiculously silly movement system, but here it would have to basically be a type of movement for each object, where each would have a movement strategy. It could lead to some incredibly rich mechanics if done well!
It's a great concept and the design was hitting all the right notes, but in my opinion it was very bold and tricky for a time-constrained event like Ludum Dare. But it would be very cool to see the idea fleshed out a bit better!
The only thing I really want is a downward shadow or indicator of where my item is relative to the floor. In this perspective, flying items became really hard for my brain to locate in space.
Thanks for making such a cool game!
Overall, nice title, nice art, nice game! Great work!