Ogo and the Block by Latis Games
Ogo and the Block: a bare-bones, side-scrolling platformer about trying to get a giant stone block back to your fellow villagers. All assets made by us (excluding a font used to save time right at the end of production—DKNorthumbria.) We originally wanted to use the prompt as discovery of the wheel, fire, and knots, but in the end only the wheel actually made it into the game. Hmmm. Maybe we were a bit too ambitious?
Features:
• Press E to interact with some of the things!
• Press F to access a crafting menu/inventory that definitely doesn't contain items we scrapped last-minute!
• Press space to access the dumbest jumping frame of all time!
• Press something to attach wheels to the block so it can go up slopes! (To be honest, I'm still not sure how that happens. It just does.)
• Press escape to access a pause menu that does things!
• Look at a rope that you can't climb down or up!
Known Issues:
• Sometimes the game just crashes and we have no idea why. Closing it and relaunching it sometimes helps.
• Menus tend to overlay on each other rather than covering each other up.
• Muting on the main menu doesn't keep you muted in-game. But muting in-game will keep you muted when you go back to the main menu..?
• You can totally get stuck on the dumbest jumping frame of all time if you jump and land on the pixel-wide ledge to the left of the cave.
• There are things in the crafting menu that you can't use because we didn't implement them, and I couldn't be bothered to redraw the UI...
• The block is meant to stop at the first slope unless it has wheels, but it turns out it only stops at the cliff. This is easy to fix, but takes time we don't have.
• I never actually told Pachops that the background colour was meant to change when you dropped into the cave, so now it's really sunny underground for some reason. Oops.
• Crafting two pegs makes the game completely unbeatable, as you need a stick to craft wheels and there are currently only five available sticks, yet for some reason neither of us thought to put a cap on the number of pegs you can craft.
• The music doesn't loop. I assume this was intentional on Pachops' part, but I don't remember him telling me that he was scrapping that feature (and I can't ask him now because he's getting some well-earned sleep...)
I think that about covers everything! This was our first LD, and one of our first games made as a team (it's certainly my first time making this much art for anything—as a non-artist, I'm really proud of how it's ended up looking, even if my artsy friends are yelling at me for that walk cycle.) We've had loads of fun doing this, even if the last few hours have been really trying and difficult. But hey! We made a game! And at the end of the day, isn't that really all that counts?*
—StarFahx
*No. No, it isn't.
Features:
• Press E to interact with some of the things!
• Press F to access a crafting menu/inventory that definitely doesn't contain items we scrapped last-minute!
• Press space to access the dumbest jumping frame of all time!
• Press something to attach wheels to the block so it can go up slopes! (To be honest, I'm still not sure how that happens. It just does.)
• Press escape to access a pause menu that does things!
• Look at a rope that you can't climb down or up!
Known Issues:
• Sometimes the game just crashes and we have no idea why. Closing it and relaunching it sometimes helps.
• Menus tend to overlay on each other rather than covering each other up.
• Muting on the main menu doesn't keep you muted in-game. But muting in-game will keep you muted when you go back to the main menu..?
• You can totally get stuck on the dumbest jumping frame of all time if you jump and land on the pixel-wide ledge to the left of the cave.
• There are things in the crafting menu that you can't use because we didn't implement them, and I couldn't be bothered to redraw the UI...
• The block is meant to stop at the first slope unless it has wheels, but it turns out it only stops at the cliff. This is easy to fix, but takes time we don't have.
• I never actually told Pachops that the background colour was meant to change when you dropped into the cave, so now it's really sunny underground for some reason. Oops.
• Crafting two pegs makes the game completely unbeatable, as you need a stick to craft wheels and there are currently only five available sticks, yet for some reason neither of us thought to put a cap on the number of pegs you can craft.
• The music doesn't loop. I assume this was intentional on Pachops' part, but I don't remember him telling me that he was scrapping that feature (and I can't ask him now because he's getting some well-earned sleep...)
I think that about covers everything! This was our first LD, and one of our first games made as a team (it's certainly my first time making this much art for anything—as a non-artist, I'm really proud of how it's ended up looking, even if my artsy friends are yelling at me for that walk cycle.) We've had loads of fun doing this, even if the last few hours have been really trying and difficult. But hey! We made a game! And at the end of the day, isn't that really all that counts?*
—StarFahx
*No. No, it isn't.
| Google Drive | https://drive.google.com/open?id=0B4AsNc84zchjLThabmRvNF95ZXc |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=112290 |
There should be 'Ogo and the Block_Data'
folder next to the executable
—StarFahx
Despite a few minor hiccups with collisions, it plays rather well. I feel this took a bit of work, good job. No crashes here.
The art is a great start. Nice attention to detail everywhere. Ogo looking up while jumping, the sweet vines on highlighted menu buttons, etc. I chuckled when returning with the block, and Ogo's friends appearing ecstatic (bouncing a bit?). :P
I liked the music. Nice effect on the guitar!