Unfamiliar by aeveis

Description
Toilbird needs help going home, but be careful, there are creeps in the snow that are trying to get you! You can use echolocation to see them, but this will also tell them where you are.
There are multiple checkpoints to be reached before finding your way home, as well as some narrative bits. The idea came about from the theme in terms of how we can live a fragile existence. The bird that is loosely referenced is the oilbird.
Thanks for playing!
Updates
- 4/3/2022: Minor bug fixes with text and title screen.
- 4/6/2022:
- fix echolocation triggering when you're trying to close text box
- slightly better touch controls on mobile
- slight adjustment on camera controls so it's not as sensitive and moving textbox around a lot.
Controls
- [Arrow Keys] to Move
- [X] Echolocation. You will not echolocate if a textbox is up.
- [R] to restart the game
- Gamepad theoretically supported
- Touch/Mobile sort of supported. You can tap Toilbird to perform [X]
Tools
- Art: Gimp
- Library: HaxeFlixel
- IDE: HaxeDevelop
- Music/Sound: OpenMPT
| Link | https://aeveis.itch.io/unfamiliar |
| Link | https://aeveis.itch.io/unfamiliar |
| Windows (neko) | https://aeveis.itch.io/unfamiliar |
| Original URL | https://ldjam.com/events/ludum-dare/50/unfamiliar |
Ratings
| Overall | 346th | 3.368⭐ | 21🧑⚖️ |
| Fun | 440th | 3.026⭐ | 21🧑⚖️ |
| Innovation | 278th | 3.368⭐ | 21🧑⚖️ |
| Theme | 609th | 2.289⭐ | 21🧑⚖️ |
| Graphics | 119th | 3.974⭐ | 21🧑⚖️ |
| Audio | 126th | 3.658⭐ | 21🧑⚖️ |
| Humor | 348th | 2.605⭐ | 21🧑⚖️ |
| Mood | 119th | 3.684⭐ | 21🧑⚖️ |
| Given | 19🗳️ | 22🗨️ |
My constructive criticism, if you decide to continue development, would be that although the echolocation mechanic was cool, it was hard to not just spam it and fly away from the creeps as fast as you can. A more forgiving aggro effect with a harsher punishment might balance the game a bit more.
Solid entry!
Sound effects and music are really nice, and I think the story is cute! Nice job :)
This is a bit of a silly note to comment on, but I really liked how one of the houses was buried under spikes. It came by surprise, and was pretty amusing.
Adding on to what Dandala88 said, perhaps limiting the number of echoes between houses could balance the spam strategy. I didn't even consider spamming the echolocate button when I played, but I can see how that makes the threat a lot easier.
All around another remarkable entry! Great game as always.
I was a bit confused about when I could and couldn't clear the spiked. Maybe I'm just dumb.
@iguanana thanks! glad you had fun!
@torcado Thanks thanks! Can say the same for you haha. The echo effect is done on a screen-sized background sprite on a shader using SDFs (draw a circle by using a distance function). The movement was probably a bit more awkward than I had intended, but I really liked the short flap/hop animations you could kind of do when you inch forward so I just left it as is.
@100th-coin Thanks!! I like your games too, especially the humor. For the mountain looking walls, that was interesting because I basically made a very normal rounded tile set, but I guess because of some of the dithering and the shapes I could make with the tiles it started feeling pretty mountain-like. The art part there was less in the tiles themselves and more in how I placed them. Thanks for enjoying the level design!
@mateusboga Thanks! I think clearing the spikes is probably the most unclear thing in the game, so it's good you called it out. Essentially the spikes are doors that can only be opened after you reach a birdhouse that will unlock it/enable it to be destroyed by echolocation. Saying that now, that means I probably needed to add a "locked" state to the spikes so the player knows when it is destroyable.
@mutuware Thank you! I would say the color limitation is mostly because it made it easier to make the art while keeping it pretty readable - thanks for the callback!
@cogcomp thanks! Ooo, so I did think about have the waves bounce... as it currently works the waves work on a totally separate layer that is just the game screen (so I measure the offset from the world position) and basically is just circles. I would need to figure out how to add walls and so to the shader and figure out how that would reflect? Off the top of my head I think I would need it to be raytraced instead of just SDFs so that would be a bit more complicated for me.
I think either the echolocation could be a bit more generous in the way it illuminates the enemy birds, or the hordes of enemy birds could be lessened to make dodging feel more natural. I was never quite sure when an enemy started and stopped moving, and I was usually too late once I had spotted them. I'm taking the inevitable occurrence here to mean death in the harsh conditions for a wild animal, and winning the game is successfully delaying it happening. I do like the internal monologue bits, they add a lot of personality. Really well done.
The visual effect to indicate that echolocation found a bird house was really subtle. I often missed it and found the birdhouses on accident while avoiding the birds. Also on my first attempt I reached the exit before finding the birdhouses above it, which I assume is unintended. I'm not sure if this is because I had missed some previous birdhouse or if this is just meant to be possible.
I took the bird to its home after I understood the mechanic of the echo.