Little Guys! by RamChops Games
These are Little Guys! They're strange tiny creatures that like being tossed around. Let's collect as many as we can, but be careful! If one falls off, it's Game Over!

Controls: - Space Bar: Speeds up the pipeline timer and spawns a new Little Guy - P: Pauses the game - Click on Little Guys to clear them!
| Source Code | https://github.com/RamBanjo/littleguys |
| itch.io | https://ramchops.itch.io/little-guys |
| Original URL | https://ldjam.com/events/ludum-dare/56/little-guys |
Ratings
| Overall | 393th | 3.692⭐ | 41🧑⚖️ |
| Fun | 372th | 3.59⭐ | 41🧑⚖️ |
| Innovation | 612th | 3.218⭐ | 41🧑⚖️ |
| Theme | 576th | 3.641⭐ | 41🧑⚖️ |
| Graphics | 652th | 3.5⭐ | 41🧑⚖️ |
| Humor | 331th | 3.423⭐ | 41🧑⚖️ |
| Mood | 620th | 3.434⭐ | 40🧑⚖️ |
| Given | 26🗳️ | 59🗨️ |
I agree with the other comments as well. The gameplay loop is super fun and satisfying. Everything functions super well, especially the physics of the little guys and the system that links them together before you clear a group out.
First of all, the polish of the menus is the super cool, the tutorial is well explained and the graphics super cool.
I love the music too, it fits the gameplay really well. However I turned off the SFX after 1 minute, it's fun but it gave me a headache hahaha
The amount of levels is nice, though I would have liked less levels but more balanced. I totally understand the ideas behind the last levels (bottom ones), but they are too difficult and sometimes too random. Actually my favorite one was EarthQuake as it keeps the whole pack in place but still shakes them just enough to create new groups ans this is interesting.
The gameplay itself is simple, effective and the tiny characters lovely (except the big red one, taking the whole space hahaha). The fact that their shape will obviously influence the gameplay is nice, you can build up your strategy around it. Long live the blue ones !
That said, I found quite frustrating the fact that the shapes are generated over time. I think the game is difficult enough without it. If you wanna have a positive ration and clear the board, yo need to pack up 4 guys. But to pack up 4 guys, you'll need to delete some that are on the way. So it will create more guys. That is okay if then you can make a huge pack or wait for a dynamic level to do it for you. But with the spawn over time, it's nearly impossible to clear the board and play as long as I want. It also makes the statistics panel useless because you don't have enough time to have a look at it. I would have liked to have some moments to breathe and feel proud about the clear I managed to get.
I think that a solution to increase difficulty over time would have been to increase, after a certain score, the amount spawned when you click on a pack. It would force you to manage your strategy around the upcoming shapes and eliminate them properly.
I think this point is the only problem for the gameplay along with some levels throwing away everything.
That said, I still found the gameplay addictive, played for a while, wanted to create huge packs, and wanted to try all the levels. Well done, well polished, nice audio, great graphics and a bit of humor in the level names.
I had such a great time with this. Fun spin on the genre with a VERY impressive amount of polish for a jam. A gameplay preview on the menu screen? Level titles named after OSHA violations? Graphical variation on the titular *Little Guys*? Editing royalty free music so the lead instrument cuts out while the game is paused?! I see you. Fantastic job!
As for the bottom row levels, which level do you find particularly unforgiving? I wanted to make sure whether it's the same one I'm thinking of, or if it's something completely different than I expected.
The background is a tad distracting like oliver had said but its a fun game!
Overall well done