Devil's Sitter by VPhyre

Hello again, Ludum Dare 49 people !!! This game was made by me and my girlfriend and a friend, we are from Brazil. Some of us are still beginners and we are participating in the gamejam to be able to grow. I hope you like our game.
Controls:
- WASD - Move
- Q - Climb the chair
- S - Get off the Chair
- E - Grab items
- R - Drop items
How to play:
You control a sitter named Becky. Look for itens in the house and bring them for the baby. You can use Chairs to reach high places. Each day the baby becomes more unstable. Becareful! Baby dosen't like things done wrong...
Walkthrough to reach the ending:
In case you played and for some reason you couldn't see the end of the game, here is a video that shows the complete game:
https://youtu.be/3reB2lTdAmY
Some prints of the game:

If you have difficulty finishing the game, read these important tips:
About the items:
- To reach items in high places, use the chairs in the scenario (there are 3 chairs scattered around the house).
- There are 10 items in total, which will respawn in 18 different places in the house. Each room, except the central room, can contain up to 3 items. With each new game the location of these items may change.
About the days:
- On day 1 the baby will only ask for 2 items, which may be different for each new game.
- Day 2 will be the same situation as the first day, but in this case the baby will ask for 4 items. Also, it will change the order of your orders over time.
- Day 3 will have the same challenges as the previous days, with the baby in this case asking for 6 items. The "novelty" will be that on that day the baby will be able to cry, making his mood drop 3x faster while crying.
- The final day will contain everything that the other days have, and the baby will order 8 items. The additional challenge is that the baby will now be able to change location between all the rooms in the house.
Ways to die (GameOver):
- Leaving the house. The only door that will lead you to death is the one that contains the welcome mat.
- Delivering the wrong item to the baby. Be careful with changing your baby's order, he may change your order moments before you deliver the item that is in the character's hands.
- Handing (or bumping) the chair for the baby. The chair is the only item he won't ask for.
- When the baby's mood runs out. Basically works like a stopwatch.
About delivering items:
- It is necessary to interpret the baby's item request dialog.
- Every item delivered correctly will increase the baby's mood value, and will make him stop crying (if he is crying), although he may cry again moments later.
- You end the day as soon as you deliver all the items the baby asks for.
How the game was developed:
If you're curious, check out the videos of our development lives: https://www.twitch.tv/vphyre
Credits:
Designer of scenarios: Jesiali Maria Denti de Souza - https://instagram.com/desahlign?igshid=1j38i8yiybsfn
Designer and animator, of characters, story screens and UI: Victor Lopes da Silva - https://instagram.com/omarsh_art?igshid=gp325w0td4k1
General Programmer and Level Designer / Technician: Vinicius Paulo Aniquiárico - https://www.linkedin.com/in/vinicius-paulo-aniqui%C3%A1rico-063101132/
Sounds: https://www.soundjay.com/ and https://mixkit.co/
Musics: https://www.chosic.com
Changelog:
V1:
- Original Gamejam release: https://encurtador.com.br/hkAW9 - Windows;
V2:
- Improvements in the screens of controls, history, menu credits, and screens between stages (To Do Lists);
- User interface improvements;
- Fixed some collider bugs;
- Correction of texts;
V3:
- Increased scale of items (1 to 2), improving their visibility;
- Introduction of light to objects, which indicate when the player is close and can pick it up. Now it's easier to distinguish collectable objects from the rest of the scene;
- Decrease of dark bars with UI information. Now the game's field of view is bigger;
- Introduction of door sounds and character steps;
- Fixed bug related to baby's teleport sound;
- Small adjustments in the size of some colliders, to improve the experience;
V4:
- Fixed visual bug related to game ports. Now the doors are along the walls;
- Correction in the import of Sprites in Unity. Now all sprites are "blur";
- Improved use of the chair. Now it's a little easier to reach some items;
Thank you for playing our game!
Feel free to follow us here at Ludum Dare (let us know that we will follow you back), to continue watching our work closely! :)
| Link | https://vphyre.itch.io/devils-sitter |
| Link | https://vphyre.itch.io/devils-sitter |
| Original URL | https://ldjam.com/events/ludum-dare/49/devils-sitter |
Ratings
| Overall | 233th | 3.926⭐ | 76🧑⚖️ |
| Fun | 322th | 3.791⭐ | 76🧑⚖️ |
| Innovation | 497th | 3.555⭐ | 75🧑⚖️ |
| Theme | 519th | 3.791⭐ | 76🧑⚖️ |
| Graphics | 239th | 4.223⭐ | 76🧑⚖️ |
| Humor | 225th | 3.79⭐ | 71🧑⚖️ |
| Mood | 191th | 3.986⭐ | 75🧑⚖️ |
| Given | 56🗳️ | 101🗨️ |
Great job!
Now why would I *not* enjoy a Ludum Dare game with some well-animated violence and gore? 😏
I swear, that baby is a real demon. No? Don't think it's a demon? Think again, as a LITERAL DEMON teleports away from me with 3% happiness left when I'm LITERALLY a SECOND away from saving the game. Moments that drive me insane like this is why I absolutely love this crazy game.
Once I figured out - after some fails - which item was required it was a nice treasure hunt game ^^.
The music and sound was good as well as the concept which was unconventional.
And yes, I enjoyed the violence and gore ;)
Good job!
Keep it up!
I think the chair mechanic is a bit tricky to play with, I always struggled to get up and down the chairs for some reason. But aside from that, this is a good challenging game! Everything is fleshed out nicely. Good art, good music, good story. Well done, team! You should be proud!
Other than that - very well executed gameplan and lovely details all around! Well done!
So within what we planned, we consider this solution the minimally viable solution for the game to continue working. So much so that we feel the need to leave the controls exposed at the bottom of the UI at all times, in a discreet way.
Although we agree with most of the points raised here, including your and other players' observation about the controls. Rest assured that we are considering everything in order to improve the game experience as much as possible.
Thanks again for the comments.
I liked the music, it was.... scary which was nice contrast with the cute art. The laughs toward the end were a nice touch. Great work!
One small quality of life improvement I'd propose is making the key for picking up and dropping the same one.
I had some strange trouble on the last day, when the baby moves between the rooms. There were long stretches of time when the baby was nowhere to be found. I assume he was supposed to spawn in some specific room, but that spawnpoint is bugged.
PS. Great cover art!
In a possible future update we will rethink the chair mechanics a little to improve the game experience.
But anyway very soon we will put a video with the full game here. So feel free to follow us here at Ludum Dare (let me know I'll follow you back) to be notified as soon as the video comes out, and that way you can watch it to get to see the end of the game (but also stay awhile will if you want to play again) :)
What might have happened is that the baby might have changed position while you were trying to locate him so that he might, for example, have appeared in some room moments after you checked to see if he was there.
This may give the impression that he was nowhere, but we can guarantee you that this "rogue" was in some room haha.
Another possibility could be that you didn't realize where baby was when he shows up in larger rooms. Since we strategically positioned it (especially in the larger rooms), so that it would be in the empty spaces of the room, where items will never spawn there. So that's why in the rush to locate items and even the baby, you may not have noticed him in some situations.
Anyway thanks for the report. Other players may end up having the same feeling, but oddly enough this was something planned. And yet we will continue investigating to find bugs in the game. :)
I love the main characters animations as she runs around, its super cute and graphics as a whole are nice. I love the death screen and overall it seems pretty polished, and I love the devil baby :3
Well done team!
And for all those who still don't know, for the purpose of learning, I will try to explain briefly what I did. When importing the sprites (in case your game is made in pixel art), you must observe the Inspector of the sprites that you will use in your game, and find the filter mode option. Ideally, you change this option from "Bilinear" to "Point (no filter)". As it is in this image:

I think controls require some work. It doesn't seem to be very convinent to have two separated buttons to get on a chair and get off of a chair.
Muito bom encontrar brs por aqui! \o/ Adorei o trabalho de vocês e já segui nas redes sociais, vocês mandam demais!
Some descriptions for items were a bit awkward but I figured them all out. The last level was a bit annoying but I managed with about 50% time left. All in all pretty good game :)