Home place by detectiveLosos
Find yourself a nice home, while exploring a cozy land of tiny creatures!

Controls: - WASD - Movement - Space - Jump - E - Interact - Q - Goals and Information

Team: - Leonid Dudakov (https://twitter.com/DetectiveLosos) - Visuals, Scripting, Story - Annie Owl (https://twitter.com/owl_annie) - Scripting, Story, Placeholder Visuals - Ekaterina Shafikova (https://www.behance.net/ekaterinashafikova) - Visuals, Audio, Music

Tools: - Godot 4.4 - Ink - Blender - Audacity


| Link | https://dashingashes.itch.io/home-place |
| Original URL | https://ldjam.com/events/ludum-dare/56/home-place |
Ratings
| Overall | 62th | 4.161⭐ | 30🧑⚖️ |
| Fun | 184th | 3.833⭐ | 29🧑⚖️ |
| Innovation | 288th | 3.611⭐ | 29🧑⚖️ |
| Theme | 215th | 4.054⭐ | 30🧑⚖️ |
| Graphics | 37th | 4.589⭐ | 30🧑⚖️ |
| Audio | 170th | 3.827⭐ | 28🧑⚖️ |
| Humor | 129th | 3.86⭐ | 27🧑⚖️ |
| Mood | 6th | 4.5⭐ | 29🧑⚖️ |
| Given | 24🗳️ | 37🗨️ |
Maybe it's being old and all, but i didn't realise I'd already collected everything until the end :smile:

Can you get to the surfing dude on the left side?
Think the text could use a bit of a background rectangle to be more readable, like a semi-transparent rect or something.
Being able to leave dialogs without explicitly picking Goodbye would be nice, I fell into repeating dialogs on accident getting stuck a few times.
Graphics and transitions to hidden corridors etc. was extremely well done. Most amount of worldbuilding with the least amount of lines reached very well. The shadows make it really something. Great details
Music was good but nothing special
Some places were a little hard to detect (in the well there is a way that I didnt see first)
Humor seems solid
Mood is amazing as already stated
Very impressive work for a game jam!!!
Keep up the good work!
Is it possible to get to the squirrel?
Thanks for playing our game till the end and for all the warm words :)
As for not noticing that you already had all the items - it's definitely not you, but the game not telegraphing it very well. Funnily enough one of the final tweaks we made for the game right before submitting it, was to make your character automatically say a line once all the items are collected instead of waiting for the player to press Q.
Glad you had fun exploring the level :)
I do agree about the text framing (our main reference was Toem which does have black boxes around text), but we had troubles figuring out how to properly put text bubbles above the characters and ended up just putting them in 3D space with Godot's Label3D node, which ended up being a bit restrictive to work with. So we couldn't easily add black boxes and also the text sometimes goes through the characters or level geometry :C
But we are better prepared now for the next time.
As for the surfing beaver dude - he was meant to be standing on one of the platforms in the forest area and he would give you a surfing board that would allow you to reach the lobster in a pot, he ended up getting cut from the story, but none of us bothered to remove him from that part of the level (which was reachable in a previous iteration).
So he's now having fun surfing there and teasing people in a place that can't be reached by any means.
Thank you for your kind words, glad you enjoyed our game :)
Especially glad that you liked the transitions to hidden corridors (they were very fiddly and a bit of a pain to make in Blender :sweat_smile: )
Could you elaborate a little more on what you considered creepy in the game, please? Was it the giant head with black eyes in the well? :smile:
It's just interesting that you describe it as a combination of cozy and creepy. Our main tagline when starting this project was "Dark Souls, but with no enemies, combat or violence" and we tried making it cute and cozy, but I guess some of that initial reference eerie vibe did seep through in some way :grin:
🐸🛏️🔥🍲
Thank you so much for playing and for your kind words, glad you enjoyed the experience :)
I also did get a lot of the dialogue re-triggering when saying Goodbye during my own playtesting, we marked it as an irritating thing to come back to, but in the end we never did. Now that I notice a couple of people mentioning it, we should've probably put a higher priority on finding a fix for it.
Well, we are now better prepared for the next time around.
About the lobster graphic - it was a placeholder art by another team member that I thought was full of character and I really liked it and so I ended up not redrawing it. But maybe it's blending in with the grass a little too well :smile:
Hey, thank you so much for playing the game and for your feedback :)
Yes, I do agree the dialogue system needs some work with the dialogue endings, text box placement, and text backgrounds as some other people have mentioned. Thanks to your feedback and the feedback of others, we'll have a much better idea of how to build this in Godot next time around.
Believe it or not our tagline when starting this project was "Dark Souls, but with no enemies, combat or violence", so given that you did get the souls vibe from it brings me so much joy! :smile_cat:
A few details that perhaps could be improved:
- Character movements felt just a little bit slippy to me, I'd love it to be extra snappy
- Sometimes the UI text will be half-hidden behind a door (when interacting with a door)
- Add some animation to the player when walking, even if it's just slightly rotating the sprite left and right
A really really cool game, keep it up!
Of course there were some issues, like having to jump up over what felt like very small steps (notably onto elevators). The text was clipping through the world and being partially hidden, but I think I could guess what all the prompts were. There were also some cases of sprites not being in the right layer, like the cut surfer that is visible inside the cave in the rock too. Quite a few times I also accidentally talked to the same NPC again and again when all I wanted was to end the conversation.
It was very cute with having the inventory trail me. One of the items, perhaps it was the tinderbox I didn't quite recognize for what it was. They also ended up hidden below floors sometimes, but again that's details compared to the whole working game you managed.
I think the quests made a lot of sense too, so as you can probably tell, I had a really good time playing and decided to set up camp on one of the empty rocks in the large bottom area. Presumably where the surfer would have been.
I found all the things I needed, and put down my camp below the beaver character. Is it possible to get to them in any way? Tried to find a path there for a while but couldn't :(
Super enjoyable as always to see what you guys cook up! Great work!!
@local-minimum You got that part right - the empty island with a surfboard as a bridge meant to be an area where the surfer would reside :smile: Sadly we had no time to write any dialog for him
@jefvel Haha, I'm glad you've got some dark souls vibes from level design. My pal was trying to achieve that feeling, while working on the level!
Sadly, you can't reach the surfing beaver, and he wasn't even supposed to be there. Had no time to write any dialog for him and forgot to remove him from the level :sweat_smile: