
All Pigs Go to Heaven

Controls: WSAD/Arrows – Movement
The game was made in our in-house engine called Aporia Blitz.
Credits:
Programming & Music – Dubgron
Graphics – PetiteChoufleur
Level Design – Tebrik

Comments7


Deimort21 Apr 2020, 11:57
I couldn't play your game it didn't launch.


HuvaaKoodia21 Apr 2020, 19:05
"The code execution cannot proceed because OpenAL32.dll was not found."
"The code execution cannot proceed because VCRUNTIME140_1.dll was not found."
Is what I'm getting.
"The code execution cannot proceed because VCRUNTIME140_1.dll was not found."
Is what I'm getting.

Dubgron22 Apr 2020, 13:49
@huvaakoodia The game is using OpenAL and I compiled it with MSVC, so you need to have installed OpenAL and Microsoft Visual C++ Redistributables.

HuvaaKoodia22 Apr 2020, 17:51
I got it running at least. I've seen this idea before in a jam. That one had many lambs and a shepherd dog who had to guide them all from A to B while fending off wolves. That too would have fit the theme this time.
Herding a single pig is simpler for sure, but also less exciting as the behaviour of the pig is rather robotic. It simply runs away from its owner, which is strange, and doesn't care one bit about its environment. Guiding the pig by throwing some food on the ground, or shouting at it, or even carrying it for short segments could all make the process more interesting and also allow for more complicated level design.
The pig should have a mind of its own too: randomly moving from place to place at times and reacting to what the player does (it doesn't like to be carried, for instance). A little bit of unpredictability would go a long way in this regard and even make the pig more relatable. Right now I don't really care if it is snatched up by a trap or not. The owner could shout at the pig with its name. That's a cheap trick, but effective.
A functional project, the design could use some work.
Herding a single pig is simpler for sure, but also less exciting as the behaviour of the pig is rather robotic. It simply runs away from its owner, which is strange, and doesn't care one bit about its environment. Guiding the pig by throwing some food on the ground, or shouting at it, or even carrying it for short segments could all make the process more interesting and also allow for more complicated level design.
The pig should have a mind of its own too: randomly moving from place to place at times and reacting to what the player does (it doesn't like to be carried, for instance). A little bit of unpredictability would go a long way in this regard and even make the pig more relatable. Right now I don't really care if it is snatched up by a trap or not. The owner could shout at the pig with its name. That's a cheap trick, but effective.
A functional project, the design could use some work.

Aune6 May 2020, 18:02
Cool idea I had difficulty with the Pig sometimes when it becomes stuck in upper right corner.
The idea of scaring to save is original and I believe that in a multiplayer mode or just a gameplay where you place hunters smartly would be really interresting
The idea of scaring to save is original and I believe that in a multiplayer mode or just a gameplay where you place hunters smartly would be really interresting



I liked to play at your game, this one was very uncommun and well thought.
Hum, may be a bug when the pig is near its food. But otherwise I spend a good time with this uncontrollable pig.