RPigG by WeirdBitGames
















Made by just one guy!
Made for LD56: Theme: Little Creatures
Inspirations: RP7 - kickstarter.com/projects/rp7/rp7 & Plot Luck - ldjam.com/events/ludum-dare/52/plot-luck
Font: Honeyblot Caps
Sound effects: uppbeat.io/browse/sfx/gaming
Game over sound: storyblocks.com/
Music: leohpaz.itch.io/ and foggysunrise.itch.io/
| Link | https://weirdbitgames.itch.io/rpiggld56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/rpigg |
Ratings
| Overall | 175th | 3.96⭐ | 89🧑⚖️ |
| Fun | 138th | 3.92⭐ | 89🧑⚖️ |
| Innovation | 59th | 4.052⭐ | 89🧑⚖️ |
| Theme | 768th | 3.374⭐ | 89🧑⚖️ |
| Graphics | 240th | 4.155⭐ | 89🧑⚖️ |
| Humor | 288th | 3.518⭐ | 85🧑⚖️ |
| Given | 82🗳️ | 168🗨️ |
Cool concept, but it felt like the strategy ended up being pretty straightforward. Wanted some more interesting decision making, but that wouldn't be too hard to add, the systems are in place for some really interesting gameplay. Good job on the game!
What is the strategy you went for?
And what could be the interesting decision making additions? I'd love more ideas!
Thank you!
My strategy was pretty simple, since it didn't seem like it needed to get any more complex to beat the game. Always nudge to a star if you see it. Always nudge off a monster if you can in one nudge. And once you get a ton of stars, just nudge all the monsters off.
That's more just about balance though, too many stars relative to the amount of combat you need.
There's a ton of different mechanics you could introduce though. Reels could impact each other, items could be more complex / interesting, like relics in other roguelikes. You could add a resource that encourages more combat, since food seemed kind of useful, but kind of not necessary to win. You could add more actions than just nudging, and special mechanics for monsters that make you think more about how you fight them.
Does food not already encourage more combat? If you get hungry you get weaker.
Thank you so much for these ideas! I wish I could update the game and remove stars from chests. I'll have to wait until after voting I guess.
Yeah a roguelike expansion could be good!
@takhomasac Thank you so much!!!
i was a bit confused in the beginning though, sometimes it seems that Pigg is attached twice by the slime?
Once you grasp the basics it feels very intuitive to play, too. It's easy to get sucked into the loop of going through the line back and forth.
Great job!
@megahana sorry if I didn't make it clear (the monsters' life doesn't update) but it might take you 2 rounds of combat to kill the slime. Thank you so much and I'm glad you enjoyed it!!
@queerjuice too many potions, gotcha! Thank you for the feedback!
@sviborg wow thank you! And to you and everyone else commenting on its uniqueness like @benjatk , I mentioned in the credits that this game is based on RP7 by Turtle Cream, so it's not the first to do this style of gameplay!
I hope that if I continue to develop this game, I'll keep moving futher and further away from its original inspiration!
@ithildin Can you believe the clouds, puddles and stumbling were added in the last 40 mins (they were on the list from the beginning but I kept putting it off). Thank you, I'm glad you enjoyed!
Edit: Yeah, boss fights were a little too much for me to add within the time, but I did add other features instead, like the puddle slipping etc.. and think the more of mmy own ideas added, the better tbh!
I really like the flexibility of the game allowing you to spin at any time! it was very easy to understand every mechanic , it felt intuitive.
the artstyle is also great, it's simple but very cute and well done! same with the sound effects they were satisfying
I didn't get very far into the game but I really enjoyed it, great entry!
One piece of feedback, I thought the stars were the points, so I was trying to hoard them. I didn't understand that they were the amount of nudges on the slot machine columns. Overall, really fun!
Also, I love the art style. The flat vector art style fits really well with the game and the thick outlines make everything pop.
Great work, keep it up :)
The art is super cute and the gameplay is addicting, I can see myself playing this for hours.
Very well done, and I can't wait to see what you come up with next!
I experienced the same bug where sometimes a monster would end up in between 2 slots and instead of getting an effect I would be attacked by a monster. Only other critique I have is that the grayed out shield and health was confusing when there were also empty slots. Possibly too many non-effect slots?
Overall was still great, game was a bit easy, but that might've been just my luck :stuck_out_tongue:. Great job!
FYI: The empty slots aren't meant to be there, that'll be where the slots just died and failed to show up. The broken items are meant to be the empty slots!
I'm working on it don't worry!
I'm not sure why I'm asked if I want to keep an item, but I'm probably missing something, because why won't I take extra swords, etc?
Also, I wish I could play the game with the keyboard or mouse only, i.e clicking the pig to progress. The roulette arrows are a bit too small and could have a much large box so they'll be easier to click.
Okay noted, I could add mouse OR keyboard controls and make the arrows bigger, got it!
**The post-jam version is out and ready for testing: https://weirdbitgames.itch.io/rpigg**

@dimoseek @bogden @benjatk @good-enough @ascenial @takhomasac @monkseal @megahana @queerjuice @sviborg @ithildin @hardytryer @ecaterina @rosypenguin @dylanlemcke @kyoryucomic @block97 @blackcat508 @godbo @lyamgtt @frogcula @crozzy @cam-moore @lastuck @rkhadder @tetracold @powerauer @tgnics @brendan-milos @shlolo @maychant @t-c @tavevil @loreshka @sami822 @wendy222 @jamieok @kseniya @lerkadverka @pimping @nemuikoda @mattpopa @dywanix @antonin-browne @reecemungus @pimeko @buianovavaleria @exa @aviv-levy @satless @brusi @dekisenpaitm @whalejam @neshtyak
Great work!
As it was already said, there are, either bug, either some confusions with which effects happen when. I still don't understand what the rain exactly does. Sometimes it seems it's twice the effect, sometimes once. I also passed on hearts and potions with my life not at the maximum, and it did not raise.
The different weapons are also hard to evaluate. We can't really see which is the better between the one we have and the one we found in a chest, so we are always hesitating.
About the chest, it's no use asking if I really want to take a shield or a heart. Of course I want!
Anyway, even with those bugs and confusion, it was a nice moment. I failed at the first time, but I really wanted to win, so I started a second game.
What about making it two dimensional ? There is a grid of tiles with effects. Some of them makes you turn left or right. You spin a grid or a column in a sense or another.
Thank you for this game!
The puddles make you slip and repeat that space. Potions not healing? Maybe it was a grey potion? If it was red then it should have given you a heart back hmm :(
There were plans to have bad items in chests too, also the chest could contain a downgrade, which you wouldn't want. Sorry about the bugs!
I'm glad you managed to win!
Explain your idea a little more, I don't quite understand?
The visuals were cute and very clear. The UI and the overall looks are neatly arranged.
The core gameplay mechanic works really well and I think the Ludum Dare version had a good balance. It was more on the easy side for me (had a lot of stars, so I could avoid enemies), but it was fun exploring the game till the end. It was nice that the scenery changed after a level.
I also liked that the pig went from left to right and again to the left. It seems that you have a different approach in the post-jam version, but I really liked it, that the screen is not moving.
Speaking of the post-jam-version. I like it, that you put away the "meat-mechanic" and instead introduced coins to the gameplay. Sometimes the chests had nothing to offer (like in the Ludum Dare version), but this time it is not clear for the player, that you didn't have luck opening the chest. It seems also a lot harder to play and the sword system won't work correctly. The item selection is a cool feature, which adds depth to the gameplay. This game has a lot of potential, if you polish it and get rid of the bugs.
Very cool project. If there will be a further update, tell me about it. Congrats for creating this game! :)
!!!!!!!!!!!!!!!
Great job!
@lllarso I had some people say the LD56 version was too hard so I made it a little easier, oopsie!
Ah yeah the reason why I moved away from using 1 screen was because the game who I based this one off of uses only 1 screen, RP7 by Turtle Cream.
Yeah the meat mechanic wasn't really doing anything, I implemented it to differ from the coin system RP7 uses, but ended up going back to using it, luckily it isn't a mechanic unique to just that game and I took aspects of it from a different roguelike instead.
Thank you, I hope to get rid of the bugs too. Make sure your rating is baed on the LD56 version only btw.
The feedback for the post-jam-version is only writtten in textform, but thanks for pointing this out. Just had so much fun, that I wanted to have more content, so I played the post-jam-version. :)
Someone else who played both versions found the post-jam one a little confusing "where's the meat, I'm hungry!" hehe.
It did take me a sec to get the controls and gameplay. (Even after reading the tutorial a few times). I pressed everything but spacebar at first. :stuck_out_tongue_closed_eyes: And blew all my stars as I was just clicking the arrows. :rofl: But after I figured out the movement, it all clicked. Really unique concept. I really got into it and got MUCH further my second play through. :joy: I can't believe how many levels and enemies you got in here. :open_mouth: Once you get into later levels, the trade off between just taking a hit and using stars becomes really important and a lot higher stakes. I really like the progression and having some easier levels at first to get the concept. I did feel like all my treasure chests were bogus near the end tho. Which made me feel like I wasted some stars toggling to it. Those would be really useful then. (Even though I like the risk).
I also wasn't sure what the broken hearts or broken shields did? I'm guessing they busted a heart container or shield? But it didn't give me any UI feedback. If those worked, it would've been crazy hard. LOL.
This was super awesome!! I loved it! Really nice work. (I also started learning Construct before Unity and have a deep fondness for that engine and greater appreciation for games made in it :).
Yeah they were just broken and unusable, sorry for any confusion. They weren't ever meant to break your shields or hearts.
Yay another construct-lover!
This was great! I’ll definitely check out the post jam version!
Yeah it was about the only block I didn't explain in the tutorials, sorry!
With some more fleshing out, and maybe less lines per round, I could see this being an indie game on steam. 👀
Also check out the game this one is based upon: RP7 by Turtle Cream
Yeah it breaks fairly easy, but that's the fun part right! I let you carry on infinitely knowing that all of the slots will get whacky eventually hehe!
Thank you so much! <3