Migration of Tiny Creatures by cirno

[raw]
made by cirno for Ludum Dare 56 (JAM)

Description

Control a group of migrating tiny creatures. After completing a level, you have an opportunity to add companions or remove obstacles from the board. How far can they go through the levels?

Controls

WSAD - Move the creatures

Space/Enter - Accept choice

R - Give up and restart from level 1

Screenshots

screenshot<em>title.png screenshot</em>game1.png screenshot<em>levelup.png screenshot</em>game2.png

Special Thanks

Magic effects by Hovl studio

Low poly animals by Polyperfect

Cream Beige font by Khurasan

Ratings

Overall 528th 3.571⭐ 23🧑‍⚖️
Fun 540th 3.405⭐ 23🧑‍⚖️
Innovation 228th 3.69⭐ 23🧑‍⚖️
Theme 681th 3.5⭐ 23🧑‍⚖️
Humor 466th 3.175⭐ 22🧑‍⚖️
Mood 874th 3.095⭐ 23🧑‍⚖️
Given 9🗳️ 14🗨️

Feedback

YaYaGame
07. Oct 2024 · 15:07 UTC
Amazing! This game mode has excellent potential for expansion, and it’s simple and easy to understand. A really nice game mode combined with a rogue-like build system.
kattraii
08. Oct 2024 · 02:01 UTC
This was pretty funny, I really liked seeing what all the animals did to my little guys. The animations are pretty cool and I like the rogue-like aspects.
IVEN
08. Oct 2024 · 02:05 UTC
This is really interesting, and it's a lot harder than I expected
silverash
08. Oct 2024 · 02:46 UTC
Fun roguelike game! Tried several times and haven't reached round8 yet XD Controlling all creatures at the same time added both joy and difficulty to this game!
giraffalope
08. Oct 2024 · 03:19 UTC
Kinda tough but I thought it was really cute! I kept cheesing it a bit by pushing all my lil guys to the top or bottom walls haha.
HugePaint
08. Oct 2024 · 07:31 UTC
Funny arcade game with roguelike elements! Nice introductory levels and it suddenly becomes harder in later rounds lol
Gaiwan
10. Oct 2024 · 11:31 UTC
Kinda challenging and good polish for the scope ! Well played
christianbookout
11. Oct 2024 · 02:52 UTC
Super goofy game, I could totally see the vision. It would be fun if there was a bit more strategy involved, I sorta felt like I was just throwing the little guys to the end as fast as possible. Maybe it's just a skill issue.
LangiT
11. Oct 2024 · 16:09 UTC
This was definitely a very innovative game for me, I've never played anything quite like this before so great work. I found that a strategy that always seemed to work was bunching them all up at the beginning, and moving them from there.
qwertyuiop
13. Oct 2024 · 03:51 UTC
good
AegisFate
15. Oct 2024 · 18:36 UTC
My gaming level is too low to play the very later levels (around round 8 or 9). I believe that when building a rogue-like system, giving the little creatures more and stronger abilities would be a good direction for improvement (the existing abilities make people feel that the difference is not that big)
voodinator
25. Oct 2024 · 13:41 UTC
Congratulations to this nice entry. Interesting game and concept that has potential. Really liked the overall style. I try to give you some feedback but i'm not an expert for this kind of games. Dont take my words too harshly, i know there is limited time in a jam and its ment for future development (if you wish so):

For me it felt like there is a little bit too much randomness involved which makes balancing for such a game pretty hard.
- Depending on the randomness levels could either be pretty easy or extremely hard (i recognized that the overall numbers increased over time but placement and spread felt pretty random).
- You could get really good cards as reward or only decent cards or even the same cards after finishing a level (for example i got the choice between 1 card to add 3xGrumpys and 1 card to add 5xgrumpys, so its clear what you take).
- And even the cards themselves had randomness like removing random animals or rows and stuff. As a player i whish i had more control over the outcome.

Suggestions:
- Probably create some currency like gold that you earn by securing your tiny creatues.
- Buy cards/rewards with your gold (have multiple tiers of cards with different costs and give the player 1 card out of each tier. You could decide if the player can only buy one card or all three if he has the gold)
- change cards to give the player more control instead of pure randomness. Instead of removing a random row, let the player select a row at the start of the level (and so on)
- I would probably create some pre-defined spawn patterns that you combine to build levels. Have easy patterns, medium patterns and hard patterns and combine them to create levels of different difficulties.

Overall a great job on this game with a nice base concept!
LDJam user 168929
25. Oct 2024 · 16:21 UTC
Cute idea. Feels like it could be fleshed out into something super interesting. Like others I mostly tried to clump everyone together, it'd be cool to find ways to incentivize moving at different speeds or staying separate. Thought all the art was really cute
Khelian
25. Oct 2024 · 21:20 UTC
Nice little game - interesting concept, interesting execution!