
Kittens for Science !
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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CONCEPT
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"Kittens for Science" is a 2D puzzle platformer. Your goal is simple : get to the end, and don't die !
The level's rules, however, are unclear : You have no idea of what will kill you or not. Maybe a specific color of bloc, or blocs in a specific configuration... Only problem is : the rules change everytime you die. You only get one chance to complete the level you're in !
Therefore you must experiment to try and understand what will kill you in the level without dying, or you'll have to start again.
But don't worry, you have a limitless supply of kittens you can throw to differents places to see if it's safe or dangerous !
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GAMEPLAY
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Use ZQSD to move in the level, space to jump, and click to throw kitties. You can only throw kitties within a distance to the avatar.
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CREDITS
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Code : Vincentiu Dioanca & Romain Soual
Art : Victoire Febvay
Sound : Eitel Duna
Game design / level design : Sebastien Wemama & Romain Soual
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ADDITIONAL INFOS
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* CONTEXT :
"Kittens for Science" was developped for both the Ludum Dare 28 (with the theme "you only get one") and the Jamshaker (with the theme "Science"). Both jams took place at the same time, the Jamshaker ending sooner (sunday on 4pm).
Therefore we designed the game around the scientific method, ie :
- Experiment and collect datas about your surroundings : throw kitties everywhere and see what happens
- Compile your data to form an hypothesis : try to understand how the level works ("kitties die in this situation, this situation and this situation therefore they probably die because of this and that")
- Try out your hypothesis : try to navigate an area of the level where kitties are forbidden. If your hypothesis was right, you'll survive. Otherwise you'll die.
And to keep the aspect of testing and formulating hypothesis, you only get one chance to try a level without dying, so you'd better take your time to experiment and think of how the laws work, as the rules change with each death.
* LEVEL STRUCTURE :
The level has two sets of rules the player must understand :
- 1 Architectural rule : the structure of the blocks in itself may kill you. Maybe it's "horizontal plans smaller than 2 blocks kill you", "the underside of platforms kills you", etc.
- Blocks color rules : Some blocks are colored and have a specific effect. But the effect of each color changes everytime.
Therefore the level is built in 3 parts :
- A non colored part where the player can experiment to understand the "architecture" rule
- A colored part where they can experiment with blocks
- And a final part where kittens aren't allowed, so they must guess how to get through it without dying.
* BUILD 1.1 :
The build slightly differs from the original concept, so the download is available here as a proof of concept prototype :
- Current build misses most interfaces and only has core gameplay
- The "rules change every time" feature is coded but couldn't be fully implemented in time, so the level doesn't change
- The level is fully navigable, with its architecture and blocks color rules.
* BUILD 1.2 :
- This is a post-ludum build. GUI has been added at the beginning of the game.
Anyway that was an interesting jam project to work on. Please enjoy your game ! :)
CONCEPT
=======
"Kittens for Science" is a 2D puzzle platformer. Your goal is simple : get to the end, and don't die !
The level's rules, however, are unclear : You have no idea of what will kill you or not. Maybe a specific color of bloc, or blocs in a specific configuration... Only problem is : the rules change everytime you die. You only get one chance to complete the level you're in !
Therefore you must experiment to try and understand what will kill you in the level without dying, or you'll have to start again.
But don't worry, you have a limitless supply of kittens you can throw to differents places to see if it's safe or dangerous !
========
GAMEPLAY
========
Use ZQSD to move in the level, space to jump, and click to throw kitties. You can only throw kitties within a distance to the avatar.
=======
CREDITS
=======
Code : Vincentiu Dioanca & Romain Soual
Art : Victoire Febvay
Sound : Eitel Duna
Game design / level design : Sebastien Wemama & Romain Soual
================
ADDITIONAL INFOS
================
* CONTEXT :
"Kittens for Science" was developped for both the Ludum Dare 28 (with the theme "you only get one") and the Jamshaker (with the theme "Science"). Both jams took place at the same time, the Jamshaker ending sooner (sunday on 4pm).
Therefore we designed the game around the scientific method, ie :
- Experiment and collect datas about your surroundings : throw kitties everywhere and see what happens
- Compile your data to form an hypothesis : try to understand how the level works ("kitties die in this situation, this situation and this situation therefore they probably die because of this and that")
- Try out your hypothesis : try to navigate an area of the level where kitties are forbidden. If your hypothesis was right, you'll survive. Otherwise you'll die.
And to keep the aspect of testing and formulating hypothesis, you only get one chance to try a level without dying, so you'd better take your time to experiment and think of how the laws work, as the rules change with each death.
* LEVEL STRUCTURE :
The level has two sets of rules the player must understand :
- 1 Architectural rule : the structure of the blocks in itself may kill you. Maybe it's "horizontal plans smaller than 2 blocks kill you", "the underside of platforms kills you", etc.
- Blocks color rules : Some blocks are colored and have a specific effect. But the effect of each color changes everytime.
Therefore the level is built in 3 parts :
- A non colored part where the player can experiment to understand the "architecture" rule
- A colored part where they can experiment with blocks
- And a final part where kittens aren't allowed, so they must guess how to get through it without dying.
* BUILD 1.1 :
The build slightly differs from the original concept, so the download is available here as a proof of concept prototype :
- Current build misses most interfaces and only has core gameplay
- The "rules change every time" feature is coded but couldn't be fully implemented in time, so the level doesn't change
- The level is fully navigable, with its architecture and blocks color rules.
* BUILD 1.2 :
- This is a post-ludum build. GUI has been added at the beginning of the game.
Anyway that was an interesting jam project to work on. Please enjoy your game ! :)