Hiccups by cogcomp

Story If you're a baby dragon with a chronic case of hiccups occurring every 10 seconds it would seem rather cruel to also be named Hiccups by your grand parents, but honestly they were never among the cleverer dragons.. However now that Hiccups has been abducted by the nefarious king of the pig trolls (Ted to his friends) the bursts of fire & magic that come with with each hiccup might just be our dragons key to escaping...
What to do This is a platform game. Run around on the platforms and time the dragons hiccups to when you need to evaporate one of the baddies.
Controls Cursor keys to move left, right and jump. Space to start the game and to continue to the next level.
You can also use space to force a hickup. You're not supposed to but it can get rather annoying having to wait 10 seconds even though the timing is kind of the main feature :smile:
Press R to restart a level.
Press S to skip a level.
Tool used
The game is written in C++ using SDL for the graphics and compiled to webassembly using Emscripten.
Tools: Visual Studio Code, Gimp, Emscripten, Aseprite, Notepad++, Audacity, Ableton Live Lite, bfxr, Filezilla & tiled.
| Link | http://www.cogitarecomputing.com/hiccups/ld51.7z |
| WEB alternative | http://www.cogitarecomputing.com/hiccups/index.html |
| Youtube Video | https://youtu.be/qTCiaqn26PA |
| Original URL | https://ldjam.com/events/ludum-dare/51/hiccups |
Ratings
| Overall | 383th | 3.078⭐ | 34🧑⚖️ |
| Fun | 383th | 2.906⭐ | 34🧑⚖️ |
| Innovation | 459th | 2.484⭐ | 34🧑⚖️ |
| Theme | 476th | 2.313⭐ | 34🧑⚖️ |
| Graphics | 304th | 3.25⭐ | 34🧑⚖️ |
| Audio | 209th | 3.266⭐ | 34🧑⚖️ |
| Humor | 167th | 2.935⭐ | 33🧑⚖️ |
| Mood | 345th | 2.887⭐ | 33🧑⚖️ |
| Given | 50🗳️ | 48🗨️ |
To play the embedded game, press the white are to the right or left of the game twice.
The game should have keyboard focus after that.
If that doesn't work, then just use the external site:
http://www.cogitarecomputing.com/hiccups/index.html
https://youtu.be/qTCiaqn26PA
Overall, it feels nice to control. There's a huge amount of variety in the enemy types, all of them animated! It's cool how much you fit into this game! Lots of variety in the tiles too. It's got a lot of decoration!
I think the theme is arbitrarily tacked on, if not entirely irrelevant. I found myself spamming the shoot fire button, and never noticed the "hiccups".
The music is pretty cool, but as mentioned before, the sound effects are super loud and make the music harder to hear. Anyway, cool game and nice work!
@100th-coin You got it in one! I think the reason why the theme feels tacked on was that my method to get an idea this time was along the lines of "what games could work even if you didn't have a fire button" and Bubble Bobble popped into my head :smile: It turns out that no... Bubble bobble without the fire button is just really frustrating so I added back in the last minute...
Haha, this issue was one of my main fears while brainstorming for this jam (both for my own game, as well as all the entries I'll try), gotta love the gordian knot solution to it.
I did play before reading that though, so I was thoroughly confused. Fun entry though!
When it comes to feedback, then the controls are a little bit floaty and it feels like getting hit just throws you off too much. Thankfully you included generous amount of lives. Anyway, great game, loved it!
The graphics were cute, the monster designs all reminded me of arcade game enemies, and it was cool to see this aesthetic but without pixel art.
I know 10 seconds wasn't a decision you made, but it really goes to show how the theme could have been nicer with an "every X seconds" flexibility :) Thank you for adding the space bar to help with that!
There were some problems with collisions, especially when jumping up into a tile. I also managed to get damaged in the corner and fall out of the level at one point.
I personally liked the character movement being a bit floaty, it kind of reminded me of older arcade games and it also helped keep the difficulty up since trying to hit an enemy becomes much riskier when you can't instantly escape their line of fire by jumping.
Also liked the feedback of being hit by enemies.
The music never got boring and there were so many levels and enemy types this easily kept me engaged right to the end.
Doing it all in C++ and SDL's incredibly impressive.
I ended up spamming the spacebar a lot, but I enjoy the large variety of enemies and levels. There's a lot of them! Great work on your game.
At first I played it with the space spamming, but I felt like it should be played sneeze-only so I did a sneeze-only run afterwards too, and it was super great fun! Tactically deciding which enemies you take out, which platforms you clear, which enemies become too dangerous once you leave them alone too long (double sped-up Ted was the truest of true nefarious menaces). I made it through with 11 lives left, but there were a couple of times were I felt like it could go either way. I thought this was a wonderful mix of tactical (almost turn-based) and platforming gameplay you found here! Great job at making something cool and unique of the theme!
Also Hiccups was very cute.
As for the game, I really appreciate that you added the ability to shoot with space lol. At first I tried playing without it, but it was very frustrating having to wait so long between shots, especially since the first level has two enemies that move up and down and are easy to miss with your first shot. I do like the idea of a dragon that automatically shoots fire every X seconds, but maybe x=10 is a bit too much. But besides that, it was a decent little platformer, and the first particles were fun to hit enemies with.
The writing gets an 11/10 from me. Nice work!
Learnability. It takes me 10 seconds after booting up the game before I even know what my attack will look like. This means the very first instance of the attack is almost certainly wasted. But, more importantly, to practice the attack at all will take me another 10 seconds every time. This is an excruciatingly long time just to get one more chance to improve my skill with the attack. It is essentially like a platformer game, where the first level is around a second long (i.e. the length of the attack), and every time you die, you have to wait for a 10 second death animation. I think framing it like this makes it more obvious why it is so hard to get into the game from the perspective of a new player.
Because, after playing through the game with the spacebar, I watched your video, and the hiccup mechanic honestly seemed pretty cool. When the player already knows how to use it, it is honestly interesting the kinds of strategic gameplay that it requires. It feels like a puzzle getting slotted together.
So, that said, here's a couple thoughts on things that might mitigate this problem:
1. Simply have a shorter timer for the hiccups. This is in some ways a bad solution, as I do think there is some value in the 10 second timer in particular. It has a specific feel to it, that maybe you would want to keep.
2. Start the timer 5 seconds in, and have a visual indicator for the whole timer length. This makes it much faster for a new player to get into it, as they only have to wait 5 seconds for the first (wasted) hiccup instead of 10; it means that restarting a level gives you a fast timer, making it possible to quickly try a practice shot; finally, having a visual timer simply gives the player something to latch on to. With no visual indication whatsoever, 10 seconds feels like an absolute eternity--with some sort of visual indication, I think it would actually feel like less time and would also help newer players get a better sense of how they should plan their shots, I think.
So, all that is to say--I like the way that the game works. I like the cool path planning and puzzle solving that a timer-based shooting mechanic introduces. It just requires, in its current state, a lot of patience to get into the game properly, and I think there are ways that it could be made easier without sacrificing the current rhythm or intrinsic feel of the game.