They Are Growing by ADIS
You're the worker of the MaybeMeat™ factory and your job as a loyal prisoner employee is to serve us with your whole soul!
WASD - movement, E - enteraction.
Made by ADIS in 48 hours for LD52 in Godot 4 and Blender.
Subscribe to my blog in TG if you like the game (or don't :D ): https://t.me/heyadis
| Everything was done single handedly by me | https://github.com/1ADIS1/LudumDare52 |
| Link | https://adis1.itch.io/they-are-growing |
| Original URL | https://ldjam.com/events/ludum-dare/52/they-are-growing |
Ratings
| Overall | 303th | 2.917⭐ | 20🧑⚖️ |
| Fun | 317th | 2.583⭐ | 20🧑⚖️ |
| Innovation | 267th | 2.917⭐ | 20🧑⚖️ |
| Theme | 215th | 3.444⭐ | 20🧑⚖️ |
| Graphics | 169th | 3.5⭐ | 20🧑⚖️ |
| Audio | 211th | 2.944⭐ | 20🧑⚖️ |
| Mood | 95th | 3.667⭐ | 20🧑⚖️ |
| Given | 12🗳️ | 20🗨️ |
If that's not a windows 11 issue maybe I lack a library or something ?
I really appreciate you for pointing that out.
Was it hard for you? Did you understand what to do? I think, I messed up the balance, but I really want that every player will reach the end.
I really like the looks on the game and the atmosphere is great, there is some good potential, especially the story.
The ideia of harvesting meat is good and straightforward, but the mechanic of interacting with the meat is a little confusing, it lacks a little of feedback to when you can harvest the meat, i got almost no ideia what exactly to do in the firsts minutes, and that was probably due to the lack of feedback.
Yeah, you're so right about the visual clues, I really have underdeveloped this part. I will pay more attention to this aspect in the future games.
Yeah, it is just one room \('-')/
I like the art and the mood. I was confused at first exactly on how to interact with the meat mechanic but after some minutes you can figure it out. I think a little bit of extra feedback on what is going on would be good.
Yeah, I agree with the point about the feedback, got it!
I was really worried about the difficulty curve, but in the end, I've messed it up. Yeah, the gameplay is really lacking visual clues and sounds. However, please understand, I was adding the sounds and exporting the game in the last 30 minutes :/
Again, I am thankful for your detailed feedback and time :)
It will grow for some time, and after that you will have some time to harvest it before it will explode.
But, I totally agree with you.
First things first, the presentation is great. The visuals and the writing (as well as the audio, to some degree) really create an atmosphere that's rare for a jam game.
I also really like the ending - it's simple, but fairly intense as it harnesses the atmosphere that has been built up.
It took me a while (a couple of minutes / retries) to figure out "what's going on" and how the mechanics work/correlate. Fundamentally, I think that's completely fine, I like "abstract puzzle games". But there is a difference between cryptic communication and no communication at all, and I really feel like some kind of feedback that ties the pieces of meat reaching a certain size and the player taking damage would have been really really important. Or, alternatively, the note on the wall could just spell it out - which would be the boring solution but probably still preferable to how it works now.
When I actually understood how the mechanics work, the gameplay loop of keeping an overview of the asymmetrically growing pieces of meat / trying to figure out the correct "sequence" of harvesting them and then quickly executing that sequence was actually really fun.
The difficulty level also felt good to me, but maybe that's just because I'm an FPS player so I'm used to precise/fast first person mouse and keyboard input.
The cycle of eerie downtime (reading the new note) and intense pressure (not dying to the meat) also accentuates the intimidating atmosphere. Great stuff.
Overall, really cool and unique entry - but a little rough around the edges
1. Add a simple text at bottom right with "X hp", that would help players a lot!
2. Make the timer on fruit explosion 1 second longer, again its just an int change its fine and a lot more people will finish the game that way :))
3. Lower the volume of getting hurt, since otherwise to be able to play the game we have to lower the volume a lot. Which makes us miss out on the music...
4. Put the rules of the game in your LD description, people usually try the game and if they get lost start reading the descriptions. So its a great way to explain some important mechanics that you didnt do really well in the game!(Check my description page lol its full of random hints that i wrote after getting a few comments) :))
5. A progression track on top so that we know which "day/level" we are on, and out of how many... Our peak motivation is at the beginning and when were close to the end so we super tryhard! Also helps knowing when the player died.
6. When the fruits are able to be picked up, change their Color its an easy and fast way to help us destinguish them without spamming E. (atleast easy in unity and gamemaker.. i never used godo, but i heard its good so i maybe will some day!)
Im saying these because in the past i had the same problems, and i still do! :)))) And also because i like the game and the atmosphere a lot and i hope more people get to experience it. And these are just minor tweaks that dont change anything that you did so i feel they are okay to do! :))
And of course these are just suggestions, and do as you feel like!
In any case i wish you the best of luck! And great addition that just required a tiny bit of playtesting! :D
Thank you!
Anyways, I am glad you have finished the game and left me the things that I can improve. I am really thankful for that!
So great game and im glad i finished it! And i love that its a creepy one, you did good in making the atmosphere. Looking forward for your next LD entry!