Chicken Slayground by Zettelkasten
Once upon a time you were an innocent, happy chicken... but not anymore!
After stumbling on a mysterious sign in the nearby forest, all you crave is violence.
Shred enemy waves with your trusty shotgun
Draw runes to summon infernal help
Collect coins to get upgrades (so shiny!)
Shoot, summon and wreak mayhem!
Post Jam Version
Disclaimer: The version playable on this page is a post-jam version!
To stay fair, the original jam-version of our game can still be found here.
Here is whats new in our glorious post-jam version:
- We actually have a UI now
- New Start, Win and Loose Menu
- Visuals (post-processing, wiggly grass, enemy sprites tear when damaged, runes emit stuff)
- Hopefully less lag (mesh cutting for the cardboard-destruction effect is no longer performed every time an enemy dies)
- Some balancing tweaks
- Bug fixes

Controls
Movement: WASD
Shoot: Left click
Runes
Run along the rune path to activate effect. Once you started drawing in one corner, you need to continue drawing along the lines you already drew!
Triangle rune: Summon exploding egg
Square-ish rune: Temporarily switch shotgun to rocket launcher
Pentagram rune: Summon armed minnions
| Source Code | https://github.com/Susber/LD55_3D |
| HTML 5 (Web) - Updated Post-Jam Version | https://zettelnet.com/ld55/ |
| HTML 5 (Web) - Original Jam Version | https://zettelnet.com/ld55-jam/ |
| Original URL | https://ldjam.com/events/ludum-dare/55/chicken-slayground |
Ratings
| Overall | 143th | 4.039⭐ | 40🧑⚖️ |
| Fun | 95th | 4.079⭐ | 40🧑⚖️ |
| Innovation | 371th | 3.592⭐ | 40🧑⚖️ |
| Theme | 351th | 3.961⭐ | 40🧑⚖️ |
| Graphics | 106th | 4.421⭐ | 40🧑⚖️ |
| Audio | 225th | 3.792⭐ | 38🧑⚖️ |
| Humor | 68th | 4.135⭐ | 39🧑⚖️ |
| Mood | 279th | 3.903⭐ | 38🧑⚖️ |
| Given | 66🗳️ | 61🗨️ |
I really like the direction taken for the graphics, and although it was sometimes hard to draw the pentagrams on the floor, being able to draw pentagrams is already impressive. Good job!
@hsg-gringo @baluj unfortunately there was a bug in our game and it showed the wrong screen when you actually won ... you did nothing wrong! Congratulations on finishing the game!
I love the art style and the mood of the game.
The mecanic of invocation combined to a vampire like game is innovating.
Nice work, congrats! :smile:
Chiken! Chicken is ridiculous!!!
But I feel like such a cool chicken when I run around the field and complete the pentagrams one by one with a wave of my paw! And there are explosions everywhere! Explosions! Explosions!
The controls are responsive and tight, and it was fun playing a shooter while trying to draw runes with your movement. I like the number of upgrades as well, it made me want to keep playing to unlock everything. The pentagram was awesome!
Oh, one small problem I had was that it was difficult for me to see which part of the runes I had filled it. I'm color blind (deutan), so that might be the issue.
Overall, definitely one of the more fun entries I've played, so good job there!
The graphics looks really neat, and killing enemies breaks the board apart was a nice touch! Killing hordes of sheep (and squirrels for that matter) were really satisfying! I also think that the summoning game mechanic works great in the overall game since it made me have to multitask with that and play a bit more greedy/dangerous.
I'm really impressed that you manage to also enter a minute to minute gameplay loop with upgrading the character :)
I think some things could be a bit clearer with some extra info on the UI. I didn't understand what the runes did initially. I think a rocket ammo in the HUD would be great! Then I think I would have figured the shotgun summons out a bit quicker. I also think that the max number of pentagram chickens scaled with pentagram level (right?), I think that that number (current out of max chickens) would be great in the HUD as well!
It was a bit hard to see where the summoning red line where sometimes, so if I walked to far from it it was little hard walking back to the correct position. Maybe a small indicator when in the correct position could be the solution - so maybe a brighter colour on the summon when it was being worked on, or a glow on the player when in correct position, or maybe a small circle around the part where the edge of the drawing is - I think you get the point.
It was a bit annoying that my chicken summons and some trees where in the way when I tried to summon - honestly I think the simplest solution would be to just allow the player walking through trees and chickens. The Enemies and chicken and rockets could keep colliding as before. Otherwise maybe the trees could be breakable as well? But since I think the map stays the same, maybe it would feel a bit barren towards the end.
In the last level I had some lag, I think it was because of the rocket particles. Maybe if there is a certain rockets active you could switch to a simpler particle emitter, or just turn it off? I played in browser though and I guess that could affect things.
All that said, great game! Probably my favourite, or at least really close, in the whole jam! Well done!
the gameplay was very fun! Never felt like the game was too difficult and The summoning element kept it enough fresh and engaging the whole way through. I'd try to spawn as many minions as possible because they'd just absolutely obliterate most enemies that came in my way, it was really funny and satisfying lmao.
The game could use a little bit more variety like more summons and maybe some moves to add a layer of strategy but other than that I had a blast playing this
Awesome entry, great job!
We fixed this now by precomputing the cut meshes once (you will notice this now when summoning your first chicken minion now).
Our magnificent post-jam version comes with a fresh UI, thanks for your feedback :)