Samhain: Fly Away Home
Description
In Samhain, play as the smallest little beetle, Anna. As fall comes to a close and the frosts of winter encroach on her home, can she reach safety, warmly glowing at the other end of the yard?
LINKS
Dropbox: https://dl.dropboxusercontent.com/u/14413168/Samhain.zip
Itch.IO: https://mars-hierophant.itch.io/samhain?secret=WGMY7bqkd5Y3wjsdUIuzVxvGhQ
Controls
WASD - Movement
Space - Jump
Space (In Air) - Flutter
Goal
Reach the door step on the other end of the yard, and escape to a nice warm home for the winter!
Category Opt-Outs
SFX (Music However is done by the team during the Jam)
__The Crew__
* @Vanillycake || Lead Artist
* @Hierophant || Lead Programmer
* @Marty_fun || Assistant Artist and Programmer
* @@WMMSounds ||Music Artist
* Subtank (No Twitter) || Assistant Artist
Extra
Not quite ready to write a postmortem yet, but I did write an article about the experience doing my first Ludum Dare -Hierophant
https://ldjam.com/events/ludum-dare/38/samhain-fly-away-home-1/what-i-learned-on-my-first-game-jam-samhain-fly-away-home
In Samhain, play as the smallest little beetle, Anna. As fall comes to a close and the frosts of winter encroach on her home, can she reach safety, warmly glowing at the other end of the yard?
LINKS
Dropbox: https://dl.dropboxusercontent.com/u/14413168/Samhain.zip
Itch.IO: https://mars-hierophant.itch.io/samhain?secret=WGMY7bqkd5Y3wjsdUIuzVxvGhQ
Controls
WASD - Movement
Space - Jump
Space (In Air) - Flutter
Goal
Reach the door step on the other end of the yard, and escape to a nice warm home for the winter!
Category Opt-Outs
SFX (Music However is done by the team during the Jam)
__The Crew__
* @Vanillycake || Lead Artist
* @Hierophant || Lead Programmer
* @Marty_fun || Assistant Artist and Programmer
* @@WMMSounds ||Music Artist
* Subtank (No Twitter) || Assistant Artist
Extra
Not quite ready to write a postmortem yet, but I did write an article about the experience doing my first Ludum Dare -Hierophant
https://ldjam.com/events/ludum-dare/38/samhain-fly-away-home-1/what-i-learned-on-my-first-game-jam-samhain-fly-away-home
Genres: platformer


Comments21
Even when I couldn't figure out the main goal of the game, I enjoyed it because of the really cute graphics. However, the gamefeel would improve a lot if you change the controls of the main character for a custom physics based one. Sometimes it is really frustrating to deal with that floaty behavior of the avatar, even while walking on the ground.
I felt like I should have done something with the queen ant and their little cute childs, but I suppose you just behold their cute magnificence :P
Anyways, you made a great job in a really short amount of time. Congratulations!
Because of the reason that you can't see our game by clicking on my profile, here it is: https://ldjam.com/events/ludum-dare/38/plutiny
If I had to criticise any part of it, it would be that slowing down from the maximum speed can be tricky, but that could have been intentional to fit with the icy theme.
I was smiling the whole way through, so obviously this was a good job!
I dunno if it was possible to talk to any NPCs or interact with them other than just being hit, but I felt immediately compelled to explore, which is a very good thing. One thing I did bump into is that the physics made it possible to just skip most of the level and end the game quickly, so you might want to do a bit more with making sure the flutter action doesn't get reset every time you land on something.
But otherwise, very cool game and I hope you bother to continue working on it.
Edit - Figured out a portion of it, fluttering bonus stacks when stepping on snowflakes more than it should haha.
In terms of difficulty, I felt like the game was a bit too easy because of the flying (though for a LD game it was perfect in terms of getting a feel for the entire game without a huge time investment), since most of the level could be flown through with limited dodging of snowflakes -- maybe an energy/endurance bar would make it a bit more challenging and emphasize more of the platforming and dodging enemies near the ground.
Overall, this feels like it would work as a good early prototype for a future game with multiple levels, with a longer story line.
The flutter is a really nice touch to, but as the others sayd the flying is a bit over powerd maybe add a breeze up, so it gets a bit more difficult.
All in all nice game guys! :)
The Theme of the "small world" was implemented in a solid way, and the lovely music and 2D/3D hybrid graphics (massive props to both the artists and the composer) worked together really well to evoke the right atmosphere. An impressive result, especially seeing as mixing 2D sprites with 3D models is never easy. I liked the ending, it might have been a single image, but it felt really satisfying.
The flight/gliding mechanic did not feel too floaty or unresponsive, at least to me, and the jumping and running controls felt very precise, a must for any "platform" worthy of the name.
The gameplay was simple and intuitive. To elaborate: I forgot to look at the controls in the description, and yet after not even 10 seconds of gameplay I knew everything I needed to know.
Again it is not easy to make a game readily playable, accessible, without coming off as overly simple, or in the worst case scenario even boring and trite.
You managed to pull it off with a clean, simple gameplay, devoid of useless intricacies, that while familiar does not feel stale. I think you all deserve praise for that.
All in all, crossing the level felt fun, even though I may or may not have spent most of my time exploring the anthill.... I failed three times before making it to the end of the level, but not once did I feel like it was the controls' fault: those three deaths were on me.
Sorry about that, Anna, but hey, in the end we made it through somehow.
Speaking of Anna the beetle, good job on the Main Character design. Said design and what little storytelling you included in the game's description easily made me sympathize with her, and, as I just wrote, made me try again and again until on the fourth attempt we reached the goal.
There is room for improvement, mainly adding more feedback and tuning the difficulty, and I am not sure being able to kill enemies is entirely necessary: I never felt like I had to resort to that, as all obstacles could simply be dodged, but for a Ludum Dare (72 hours) game this is really good, and I believe it could, with a bit of work and polish, become a "Nice little released game".
really nice game overall.