Neverending PetriChore by snakemuho
Playable on web and downloable for Windows
:umbrella: Deliver your friends' lost umbrellas to their tents :umbrella:
Spared by the storm, you managed to keep your umbrella safe, but your friends weren't so lucky. Hiding in their tents from the rain and the ball lightnings, they are waiting for your help.
Controls:
- WASD: :walking: move
- Right mouse button: :closed_umbrella: lower your umbrella. When lowered, you keep looking in the same direction.
- Left mouse button: :hammer: fast high attack when umbrella is up, :knife: far reaching attack when umbrella is down.
- Space bar: :cloud_tornado: jump/double jump when umbrella is up , :dash: forward dash when umbrella is down.
- ESC: :play_pause: pause.

Every swing will cost you some damage taken from the rain, but the ball lightnings are far more dangerous.

Dash can provide some height, working as an extra jump.

Your friends are hiding in their tents, waiting for you to bring them back their umbrellas.

Umbrellas spin and glow bright green.

There are four umbrellas and four tents in total, the order you collect and deliver in doesn't matter.

After double jumping, you can still spin mid-air to slow your descent.

Giant trees can protect you from the rain and heal you.

The umbrella is not that sturdy and might malfunction from time to time. Just try swinging it a few times and it should fix itself.
Full walkthrough, in case you get lost:
https://www.youtube.com/watch?v=j2bcVfTgy14
Post-jam version fixes:
- Made jump physics more consistent
- Made the glow of umbrellas and healing trees more prominent
| Link | https://snakemuho.itch.io/petrichor |
| Link | https://snakemuho.itch.io/petrichor |
| Link | https://snakemuho.itch.io/petrichor |
| Original URL | https://ldjam.com/events/ludum-dare/53/neverending-petrichor |
Ratings
| Overall | 182th | 3.609⭐ | 34🧑⚖️ |
| Fun | 243th | 3.234⭐ | 34🧑⚖️ |
| Innovation | 241th | 3.203⭐ | 34🧑⚖️ |
| Theme | 264th | 3.641⭐ | 34🧑⚖️ |
| Graphics | 73th | 4.063⭐ | 34🧑⚖️ |
| Audio | 225th | 3.145⭐ | 33🧑⚖️ |
| Humor | 282th | 2.433⭐ | 32🧑⚖️ |
| Mood | 58th | 3.891⭐ | 34🧑⚖️ |
| Given | 36🗳️ | 46🗨️ |

* Really great visual style. How did you get that pixely aesthetic? Is there a full screen shader applied to the screen?
* Love how smoothly the whole game runs
* The rain effects are fantastic. All of the VFX are good
* Controls are snappy and responsive
@candlesan thank you! The pixelation is a scaled down render texture applied to the camera, there's a bunch of tutorials for it on youtube
@pizzasgood lmao I didn't catch that in development, let's just call it a feature
I feel like the game suffered a bit from enforced low render distance. It gives the game a very distinct tone, but it made it much harder for me to navigate and figure out where things were. Also occasionally to figure out where the ground was, and I'd just dump into water. Given that it felt like a bunch of the game was about routing and navigation, this was kind of a bummer. It does look cool though.
I found it hard to determine when I was hitting enemies. I couldn't tell if I was missing attacks, or needed to hit them multiple times.
I liked the art and general tone, and I did finish the game, even if I cheesed it a bit. It felt bad to be sent all the way back to the beginning after falling into a pit much farther in.
@gametrodon thanks! I realized that dying was too punishing after the jam already finished, so I couldn't implement something like checkpoints. Maybe I'll turn this game into something more and consider everyone's advice here.
@piano-forte hmm, maybe it was caused by a gamepad? I couldn't replicate it. Thank you for the feedback!
Overall it's a strong entry and one of my favorites so far, very impressive that it's a Compo game too. Great job!
@nazorus hehe, yeah, I usually brainstorm ideas during the final voting round, and some of those end up overlapping and merging when the theme is announced. Thank you!
I absolutely love the graphics, I need to know how to do that <3
Besides that I never used the dash mechanics but, as others already found, was mashing the jump button to fly like a bird above the map. The fight is a bit clunky but works. I might just replay it tonight for the mood you send me in.
Love it, great job, keep going !
At first I wasn't sure about this game; but without even looking at the instructions, I figured out enough mechanics to get through the game. I found all the umbrellas. I spent most of my time looking for the last tent haha.
All in all, pretty solid entry! congrats.
Crazy you managed to get so many mechanics into the game in just 48 hours. Very impressive.
@matt-green thank you! Modeling everything, scripting and animating the character and the enemies took most of my time, the rest of it was hacked together with a bunch of bad code and duct tape, the music and the menu I managed to squeeze in at the last second. My body hurt the day after I was done lol
Some jumps felt a little clunky. I discovered maybe a little late that dashing helped me jump higher. I found that for some jumps, I'd stick to the side of the building before jump dashing my way higher.
The atmosphere is spot on. Dark and rainy. Yes umbrellas are a big deal here. The healing trees were a good idea. I liked that I could see the glow from far.
However, I felt that the game could benefit from some background music to enhance the overall atmosphere.! I confess that I had a bit of difficulty getting the umbrellas, many times I got stuck on a wall or edge of a building, even trying to jump I wasn't successful, and since the energized balls are fast, almost the same speed as the character, I almost always died (╥﹏╥).
Anyway, you did a great job on this game, congratulations! ♡( ◡‿◡ )

Fun game! Can't say I've played anything like it in all my Ludum Dares. Platforming felt nice, if a little cheeseable with infinite floating — once I collected the first umbrella up high, I was able to see and collect the other three in just a couple minutes. Cool look, too. Always nice to see some non-default 3D Unity games in the compo.