Ludum Dare #60compo
I Don't Even Knit, or Olde Castle
Arrow Keys to run and jump.
No AI assets were used.
No AI code was used.
Full Screen is recommended and there is no sound.
Theme: Old Tech.
Before modern times people would spin their own yarn.
No AI assets were used.
No AI code was used.
Full Screen is recommended and there is no sound.
Theme: Old Tech.
Before modern times people would spin their own yarn.

Comments12
Main character is very cool and I thought we were gonna get the wool going and introduce a new mechanic with a new outfit (or implication of one) for them perhaps, but then the game just kind of ended. I also fell on my way to the platform with the fridge and thought I was stuck, but thankfully there seems to be some rather generous jump when you're up against the wall. I was able to get to the end of the game.
I really liked the simplicity of the graphics; the choice to keep the background monochromatic while using color for the relevant items was an interesting touch. It also fit the theme perfectly—my grandmother actually owned a spinning wheel just like that one.
I really felt the absence of sound. Anything at all would have been a welcome addition; even a little bit of audio feedback is better than nothing.
I had some trouble jumping whenever there were ledges overhead—I’d almost always hit my head and fall back down. Also, there’s a minor bug where the walking animation keeps playing even when you’re pressed up against a wall (it doesn’t affect gameplay, it’s just a small, unresolved visual issue).
In the end, I managed to collect the balls of yarn and knit a few little things.
Congratulations!
I do have one super nitpicky minor tech-art suggestion which might help make your running animation feel more grounded. When your character runs, their feet slide along the floor because the animation speed doesn't fully match their in-game movement speed. It's not something that you really notice consciously, but your brain can pick it up on a background level and matching your character's running animation to their movement speed is one of those tiny details that can help a game feel more fluid and polished on an unconscious level.
Overall though, well done! That feedback is the nitpickiest of nitpicks! Like I said, I really liked the artwork, and it was overall a very enjoyable vibe!
6:00pm Friday
Was playing Castlevania Dawn of Sorrow and appreciated the environment art; I decide to make a 'Search Action' with movement based progression. Thinking old tech around a mansion or castle would gate progress. Such as Spinning wheel, food elevators, laundry chutes, fireplaces.
I decide to initially improve on my weakest area last Ludum Dare, the player animations.
I use The Spriter's Resource to reference Soma Cruz for an idle and run animation.
11:00am Saturday
Hours fly by as I make slow and intermittent progress towards a complete run animation. The color-coded 'model' animation is complete but the final sprite detail like hair, jacket, shoes are not in place. I make a Sprite for at least one of the 'old tech' I planned earlier, the Spinning Wheel.
6:00pm I begin the environment tilemap. To achieve consistency, I work in a limited palette. I also draw 2 frame enemy animations for 4 enemies which don't make the final cut of the game.
11:00am Sunday
I begin scripting the player character's movement, referencing youtube channel MostlyMadProductions. I finish the final sprite art for the detective player character's run & idle animation.
4:00pm
With 2 hours to go I am thinking what can be cut to make a finished and playtested game. I know I am cutting game save / load, I have plans for respawning per room. I end up cutting all combat entirely. This was definitely necessary to release before the deadline.
I simplify the game to a collection platformer. I make a Wool item.
!> When all Wool is collected and brought back to the Spinner, mittens and a beanie are created and the game is complete.
I rapidly do level design with the tiles I prepared. I tweak player movement and platforming.
6:00pm I submit my entry for compo.
Thanks for reading. I think I will make one post-jam update that expands on exploration and addresses some feedback I read.
@mavvy Thanks, I intended originally for the mitts to open a hot door handle in a furnace area, which would open up more of the environment.
@shlolo Thanks for noticing. Those are great games.
@euler-moises Glad to hear you made it through the tight platforming.
@ioana Thanks and sorry it made you dizzy. I will address the camera in the update I'm working on.
@koolruz I'm familiar but haven't yet considered how it's achieved for pixel art. I'll will look into that. Thanks for the feedback on atmosphere.