Mole Cart by Skosnowich

Play on itch.io
Controls
W - jump
S - duck
A - get slower
D - get faster
Left mouse button - throw pickaxes
Look around with mouse
Background
The game was developed using Godot Engine and GDScript. All assets, besides sounds and music, were created by me during the Jam. The sounds and music are third-party assets from several paid bundles, that's why I opted-out of the Audio category.
| Play on Itch | https://skosnowich.itch.io/mole-cart |
| Original URL | https://ldjam.com/events/ludum-dare/57/mole-cart |
Ratings
| Overall | 234th | 3.8⭐ | 32🧑⚖️ |
| Fun | 97th | 3.967⭐ | 32🧑⚖️ |
| Innovation | 345th | 3.397⭐ | 31🧑⚖️ |
| Theme | 462th | 3.655⭐ | 31🧑⚖️ |
| Graphics | 468th | 3.586⭐ | 31🧑⚖️ |
| Humor | 272th | 3.25⭐ | 30🧑⚖️ |
| Mood | 379th | 3.655⭐ | 31🧑⚖️ |
| Given | 32🗳️ | 30🗨️ |
I misread the instructions and only realized you could move laterally on the last level, so I thought at first that the falling boulders were supposed to loose you health to make things harder haha.
Potential bug: Could it be that the whole level (including enemies) is always full loaded and thrown axes don't despawn off-screen? I didn't play enough to verify this, but I restarted a level once and threw some axes at the beginning just for fun and later in the level an enemy was missing that was there during the previous try.
The effect of the lantern light (the cone) felt out of place. Also it was a little clunky in its movement.
You could add a cooldown or energy to hiding, so is a resource and cannot be abused against enemies.
The effects of the mole were cute.
Also Mole gang unite !!!
@nuelijarma Yes, I already tried to fix these loading pauses, but sadly didn't manage to find the cause for this - has to do something with Godot and Web exports - there are no pauses on the local Desktop build. :slight_frown:
@hoichael Regarding the described bug: Yes, the whole level is loaded, including the enemy, but actually the axe should despawn as soon as it is a little bit out of the screen. So you can definitely hit enemies that are not on screen yet, but shouldn't be able to throw across the whole map. :thinking: But I also don't want to rule out the possibility that there is a bug.
@darklumo I tried to prevent abusing the hiding by deactivating the headlamp (the cone) and decreasing the radial light, so you don't see as much, I thought this would feel a little bit less artificial than a cooldown or energy. Besides that, out of curiosity: Could you elaborate what exactly you mean by your feeling that the headlamp effect felt out of place?
The sfx and graphics were highlights for me. I liked how the headlamp shrank when you crouched, which created a nice difficulty mechanic.
Notes:
The camera sometimes didn't follow smoothly on rapid ups and downs.
I wish the speed could keep accelerating - let the player really take risks with that.
Good job!
Good job!
I think you can expand this into a mobile cute game where you can buy different carts and hats.