Algie's Adventure by Jonathan Fischer

Algie's Adventure
Algie the axolotl has been flushed down the drain; now he's looking to find the sun again. Along the way, he'll make friends with the Mosslings (There are three to find!) and encounter dangerous Mudlurks.
https://youtu.be/NKh5_CvijXY
Thanks for checking out our game!
Controls:
Keyboard:
WASD to move
Spacebar to jump
Hold Shift to run
E or Left Mouse Button to attack
F to interact with items or pick up creatures
Q to roll/dodge
Tab or Esc to pause
Controller:
Left Stick to move
Bottom Face Button to jump
Press Left Stick to run
Left Face Button to attack
Top Face Button to interact with items or pick up creatures
Right Face Button to roll/dodge
Right Special Button to pause
Currently known bugs:
Repeatedly pressing the attack button temporarily locks the animation state for some reason. Currently, you must wait for the animation to fully complete before pressing the attack button again.
Under certain circumstances, Algie freezes into a pose and is unable to do anything other than basic movement. If this happens, reload the last checkpoint from the pause menu: Esc/Tab/Start Button. If you are able to repeat this issue, please leave a comment explaining how you did it so we can fix it.
Sometimes the last Mossling can't be interacted with
Jump animation timing is off/not working
Attack animation timing is off/not working
Lateral motion does not work while jumping unless you're already in motion
Holding down the jump button will cause you to jump repeatedly instead of just once
HUD doesn't fade out at the end
The rules have allowed bugfixes and optimization in the past, so we are working to try to optimize the game (not adding new content) so that more people can play it. If you are not able to run the game currently, please check back later. We're still learning! :smiley:
If you are experiencing low framerate or lag:
* 1. Download the latest version (It should say "Ludum Dare Version 1.2" at the bottom of the main menu)*
* 2. Go into the settings on the main menu and click "Auto Detect Settings", then adjust as needed from there*
Hopefully this should be a massive improvement to performance!
Made in under 72 hours for Ludum Dare 56, October 4th-7th, 2024



| Link | https://starbent-creative.itch.io/ld56 |
| Soundtrack | https://starbent.bandcamp.com/album/algies-adventure-soundtrack |
| Original URL | https://ldjam.com/events/ludum-dare/56/algies-adventure |
Ratings
| Overall | 577th | 3.523⭐ | 24🧑⚖️ |
| Fun | 867th | 2.975⭐ | 22🧑⚖️ |
| Innovation | 857th | 2.881⭐ | 23🧑⚖️ |
| Theme | 673th | 3.521⭐ | 26🧑⚖️ |
| Graphics | 109th | 4.396⭐ | 26🧑⚖️ |
| Audio | 304th | 3.587⭐ | 25🧑⚖️ |
| Humor | 820th | 2.471⭐ | 19🧑⚖️ |
| Mood | 235th | 3.909⭐ | 24🧑⚖️ |
| Given | 61🗳️ | 20🗨️ |
loved the style, setting and cute wibes. puzzles are fitting setting well!
sometimes moving character makes me feel a bit dizzy
@velvetlobster Hi! Unfortunately, Unreal Engine 5 doesn't currently support packaging to web players and the project exceeds the website's file size for in-browser games, so just the Windows executable is available at the moment. We've been researching 3rd party options but haven't had much luck.
@ricoshade Thanks for checking it out! I didn't make optimization a priority during the jam, so that's entirely on me--hopefully it's a little better now though. I'm glad you liked the character! @hilary-fischer came up with the idea for him, and I'm really happy with how it turned out. I haven't played Little Nightmares, so I'll have to try it out, but I'll take it as a compliment. :smile:
@gmary I've tried to make some optimizations, but we're still working on that side of things to make the game more accessible. Please feel free to try the latest version or check back later to see if it's any improvement. Thanks for trying it out anyway!
@neoawesomeon Thanks for taking the time to leave a comment! We're trying to improve our skills all the time, so your feedback is invaluable. :smile:
@dreo Thanks, we had fun making it! We'd love to add more to it in the future once we've had some time to fix all the issues. :smiley: Any suggestions on how to improve the character movement to avoid dizziness?
@hardytryer Thanks for trying it!
@barryrichter Thanks, I'm glad you liked it!
I'm not an expert in optimizations, so I'm not sure what's causing it, but it must be some configuration because it’s really quite heavy.
It really made me think of another game, Tiny Echo, where you play as a little creature quite similar to the one you created, navigating through tunnels to deliver letters. 😊
I think once you address the performance issues, it looks quite promising. The creatures are captivating, the environment is stunning, and the music fits the vibe perfectly, so it can be quite promising once you resolve the optimizations.
I'd say for the sake of clarity, it'd be great to get a specific credit list of what everyone in the team did - ie were the animations from Mixamo, or hand-done? Music appears to be in-house which is awesome (loved the audio), but it's just a little hard to tell what I should be fairly rating based on what happened in the jam. If it's all from scratch, obviously that as a huge compliment (and take the credit!)
@desibragg I'm sorry about that! Hopefully it's at least a little better now, however admittedly I'm starting to run out of ideas on other things to optimize.
@kseniya Thanks, I'm glad you liked it!
@frontiersend Thank you!
@pimping Glad you enjoyed it!
@zenorke Thanks!
@lachlan-james Thank you for your feedback! We really tried to push our skills to the limit with this one, and there was a lot we simply ran out of time to finish and had to cut from the game. The enemies will damage you, although it takes a good number of hits to take out your entire health bar; we tried to keep it fairly easy so that it wouldn't become too frustrating for a jam game, but they definitely could use some balancing/updates.
As far as the credits, sure thing! Animations were something we did not have time to do completely from scratch, but they were necessary for the concept, so base animations are from Mixamo. Please feel free to vote accordingly! Otherwise, everything is in-house during the jam: @hilary-fischer and I came up with the concept/story idea together. I focused on art and sound, so the 3D modeling, sculpting, texture painting/unwrapping, shaders, music, sound, in-editor level creation, and some coding, particularly for the menus, camera, level design, and water elevators & waterfalls/valves. @hilary-fischer focused on coding and primarily worked on the characters, (Algie, Mosslings, and Mudlurks) so the movement, navigation, enemy AI, animation systems, combat system, HUD, and the interaction system, plus some various things, so something like 95% of the game's total coding in the end. Matt Fischer acted as a sounding board and helped us design the level layout on paper.
@daria-toni Sorry to hear you were unable to play it! I'm glad you liked the character and music/sounds though! Thanks!
@pimeko I'm glad you liked it! For the characters in particular, I sculpted and painted them inside Blender, then overlaid some additional grunge/dirt to the top to make them look less plastic-y. I'm really happy with how they came out given the timeframe. We'd love to do some more improvements, so maybe we'll look into developing the game further down the line.
If anyone has experience with Unreal Engine 5 optimization and could recommend any resources, I would love to hear from you!
@sasha20 Thanks so much, I'm glad you liked it!
I think this game looks fantastic and would love to hear more details on the making of this game. :smile:
I don't know that we have much in the way of screen recording, but if people are interested, maybe we could make a post-mortem or devlog explaining how everything was made.
@infernaton Thank you! Some of the freezing might be due to level streaming: when leaving you are about to enter a new area it loads in the new assets, then unloads the old assets as the previous area goes out of view. There's usually at least a small hit to performance in the transition where the new assets are being loaded but the old ones haven't been unloaded yet, so that would be my guess. Thanks for letting me know!
@f1krazy I'm sorry to hear that--thanks for checking it out anyway!