Strange Zoo by khaotom
Admission is free. Leaving? Well, that'll cost ya.


| Webplayer and Source | https://khaotom.itch.io/strange-zoo |
| Original URL | https://ldjam.com/events/ludum-dare/53/strange-zoo |
Ratings
| Overall | 244th | 3.386⭐ | 37🧑⚖️ |
| Fun | 334th | 2.871⭐ | 37🧑⚖️ |
| Innovation | 142th | 3.529⭐ | 37🧑⚖️ |
| Theme | 307th | 3.429⭐ | 37🧑⚖️ |
| Graphics | 231th | 3.429⭐ | 37🧑⚖️ |
| Audio | 36th | 3.985⭐ | 36🧑⚖️ |
| Humor | 214th | 2.797⭐ | 34🧑⚖️ |
| Mood | 20th | 4.279⭐ | 36🧑⚖️ |
| Given | 26🗳️ | 54🗨️ |
You did a good job of having the camera follow the player. To give more player feedback it would be nice to have visual lines or waves coming from the edge of the screen to point to me where nearby animals are. Maybe the audio was already doing that, but having visual and audio cues working together would be even more clear.
The delivery mechanic was innovative, I was able to collect 600 points before acquiring a green toy gun that might have defeated an animal? I was not able to figure out how to drop what I was holding. Maybe visual or audio feedback of if an animal ignores your held item would be helpful, but the game still works by being snappy when an object does work.
Well done with the game!

i got really frustrated with both the keyboard and mouse controls though. it's really difficult to change directions and then i end up slamming into every wall. granted im not the most dextrous guy around... if that were improved, i think it would be easier to enjoy the atmosphere and narrative.
Some constructive criticism:
- The movement feels a bit too clunky for this kind of setting. It would make sense in games build around precision movement (e.g. where collisions hurt the player), but here it leaves more of an impression of artificial difficulty. It'd be more satisfying if the movement was more straightforward.
- During my run, it took quite a while for the first creature to die, so I had to wander around aimlessly for some time until I knew what to look out for. Maybe it was just a coincidence and they usually appear a bit faster, but either way, a scripted (and thus impossible-to-miss) first encounter would probably be a better way to ensure the player knows what to do. I did have fun figuring it out on my own, but sadly, my personal experience is that the majority of players is not that patient...
- It didn't take me long to notice that some creatures are picky in what they would like to eat. And since the game told me to observe the creatures closely, I tried to look for clues about what each of them wants, but didn't really notice any (of course it's possible that I simply missed them). I believe visual cues would be a neat addition so that players don't have to resort to trial and error.
Very cool to unwind the mystery. I was glad that hints were not on the LD page, and tucked away out of sight for those who wanted them.
Simply displaying "0" at the top-center was a smart move, it told me, "this game has a way to score and you should explore to find it."
Looking at the spoiler retroactively, the one thing I didn't figure out was the flashing/dying ones were how you got bling. I just kind of randomly happened to get some, fortunately. The little heart icon even on non-dying ones was key, as it let me know "yup that is good, do more of that."
The art was nice and made the critters have real character. I caught flashes of real animals but then they'd have a strange twist, worked really well.
Sound is a trippy otherworldly background that improves the experience a lot.
Nice job!
Nice entry!