Drop vs Planties by Vivien Fargette

[raw]
made by Vivien Fargette for Ludum Dare 49 (JAM)

Little drop was torn away from its cute pond. Will little drop be able to go back home? Or will little drop get drunk by planties during its journey?

This is a roguelike game with a procedural generated level and the goal is to find and defeat the boss.

Overhelmed by emotions, little drop gets unstable: it is in a solid, liquid and gas states in the same time. 1.png

Little drop can temporarily transform into one state to get a special power: * Solid (left shift): little drop becomes an ice cube which slips into the direction of the mouse cursor and do medium damage but get a buff in resistance.2.PNG * Liquid (E): little drop becomes a drop! It can do a strong water attack using left mouse button.1.PNG * Gas (space bar): little drop becomes steam, it can shoot weak hot projectiles from a long distance, and suffers more damage.3.PNG

Controls

  • WASD: move the character
  • Mouse: aim and shoot (left click)
  • left shift | E | space bar: transform into solid | liquid | gas

Softwares

  • Unity & Visual Studio
  • Krita
  • Tracktion Waveform & Audacity

Credits

Video game made for Ludum Dare 49!

  • Coding, implementation & game design: Vivien
  • Coding & implementation: Emilie
  • Sounds, music, drawings, animations & game design: Laurent

Thanks for playing! Feel free to leave a feedback ☺

Ratings

Overall 1056th 3.286⭐ 23🧑‍⚖️
Fun 1244th 2.929⭐ 23🧑‍⚖️
Innovation 877th 3.19⭐ 23🧑‍⚖️
Theme 1018th 3.238⭐ 23🧑‍⚖️
Graphics 826th 3.524⭐ 23🧑‍⚖️
Audio 520th 3.476⭐ 23🧑‍⚖️
Humor 1051th 2.421⭐ 21🧑‍⚖️
Mood 986th 3.19⭐ 23🧑‍⚖️
Given 13🗳️ 22🗨️

Feedback

Irina Nikulina
05. Oct 2021 · 14:34 UTC
Nice game, i liked it!
DevUndead
05. Oct 2021 · 14:59 UTC
Funny little game. Unfortunally the collisions are very bugy. Also when you enter a room and keep staying in the door and enter the room before, the enemies are still trying to attack you and you can't reenter it
antbrl
05. Oct 2021 · 16:15 UTC
Nice graphics, music and concept.

However, how to get back to the unstable form is not clear. Is it after a cooldown? If so, an indicator could be helpful :) Also, I sometimes get stuck off screen with no way of getting back to the current "room".

If these issues were to be fixed, I'm sure I could enjoy this game a lot more! Nice job.
AreyWarlord
05. Oct 2021 · 16:45 UTC
Interesting concept, but with current set of enemies and abscence of world mechanics like obstacles you don't actually need any forms but gas.

Also game could use in-game tutorial, e.g. like in Binding of Isaak.

This prototype can grow into a cool game. =)
Lucas Viana
05. Oct 2021 · 19:01 UTC
Could be very improved. I guess if it you had more time polishing the core mechanic the concept could really take benefit of the concept, nice idea, but it needs development.
kr4ft3r
05. Oct 2021 · 20:56 UTC
Victory! :)
What I enjoyed most is artsy graphics, music, and I like how water state movement feels.. Watery. But it is quite risky to use. Gas state seems most efficient, but too easy to go through the walls. Ice I haven't managed to figure out how to use effectively.

Very good take on the theme. Not many enemies but it is nice to watch those tree animations.
Substain
06. Oct 2021 · 14:37 UTC
the concept is cool, wish you would have built upon the state mechanic
Bzik
07. Oct 2021 · 09:17 UTC
Nice, I like it
BGDC
09. Oct 2021 · 10:27 UTC
Overall a good game. If there's any improvements i can think of it's going to be harder enemies where using a specific elemental attack deals far more damage compared to the other elemental attack. Right now i only need to turn into gas and blast everything until i easily win :laughing: thanks for the submission!
felixwentzel
10. Oct 2021 · 14:16 UTC
It feels quite clunky to play and even glitched through a wall in liquid state so i had to restart. The solid and liquid state feel pretty pointless when you can just use steam form. Otherwise you get too close and it feels like the time to kill is identical for all 3 forms, so why not stay far away in steam form. The boss was the only remotely challenging enemy. This game needs quite a bit of ironing out of the core mechanics and giving more meaning to each state, but I can see this as a fun little game then :)
JoeShanahan
11. Oct 2021 · 18:30 UTC
I liked that each form had its own strengths/weaknesses, at one point I felt like water was strongest, but ultimately it felt like gas was best because of the faster fire rate. I think this game could benefit from better introductions to the mechanics, even after reading the game page and playing through to the end, I wasn't quite clear on why/when I would transition back.

Something I often rely on is this idea from Binding of Isaac, putting the controls on the floor of the first level. It's simple and quick to implement, but is a great way to get people introduced to the basics!

![isaac.png](///raw/bed/62/z/480fe.png)
JoeShanahan
11. Oct 2021 · 22:27 UTC
I've uploaded a recording of my playthrough that you can see here at 04:08

https://www.youtube.com/watch?v=MGeqptPhJRk
Forik
13. Oct 2021 · 22:25 UTC
I love games with physic mechanics. Greate job!
LDJam user 267116
20. Oct 2021 · 08:37 UTC
Nice game! The transformation is cool, and I love the mean looking plants.