Drop vs Planties
Little drop was torn away from its cute pond. Will little drop be able to go back home? Or will little drop get drunk by planties during its journey?
This is a roguelike game with a procedural generated level and the goal is to find and defeat the boss.
Overhelmed by emotions, little drop gets unstable: it is in a solid, liquid and gas states in the same time.
Little drop can temporarily transform into one state to get a special power:
* __Solid (left shift):__ little drop becomes an ice cube which slips into the direction of the mouse cursor and do medium damage but get a buff in resistance.
* __Liquid (E):__ little drop becomes a drop! It can do a strong water attack using left mouse button.
* __Gas (space bar):__ little drop becomes steam, it can shoot weak hot projectiles from a long distance, and suffers more damage.
Controls
* __WASD:__ move the character* __Mouse:__ aim and shoot (left click)
* __left shift | E | space bar:__ transform into solid | liquid | gas
Softwares
* Unity & Visual Studio* Krita
* Tracktion Waveform & Audacity
Credits
Video game made for Ludum Dare 49!* Coding, implementation & game design: Vivien
* Coding & implementation: Emilie
* Sounds, music, drawings, animations & game design: Laurent
_Thanks for playing! Feel free to leave a feedback ☺_



Comments14
However, how to get back to the unstable form is not clear. Is it after a cooldown? If so, an indicator could be helpful :) Also, I sometimes get stuck off screen with no way of getting back to the current "room".
If these issues were to be fixed, I'm sure I could enjoy this game a lot more! Nice job.
Also game could use in-game tutorial, e.g. like in Binding of Isaak.
This prototype can grow into a cool game. =)
What I enjoyed most is artsy graphics, music, and I like how water state movement feels.. Watery. But it is quite risky to use. Gas state seems most efficient, but too easy to go through the walls. Ice I haven't managed to figure out how to use effectively.
Very good take on the theme. Not many enemies but it is nice to watch those tree animations.
Something I often rely on is this idea from Binding of Isaac, putting the controls on the floor of the first level. It's simple and quick to implement, but is a great way to get people introduced to the basics!