Lead Prof. Waddleton and his trusty assistant Pip out of this building without getting seen. Both of them must reach the end of the level without getting persecuted by evil robots.


Characters

stuff Waddleton (left) can shoot darts that destroy enemies. Pip (right) can go stealth.


Controls

  • WASD - movement
  • E - use skill
  • RMB - switch characters
  • Shift (Hold) - move the camera/view [move the mouse to define what you wanna see]

Items

  • Darts - restores 1 dart use
  • Milk - restores 1 stealth use

Known Bugs

  • Pip has collision problems.
  • Finishing Level 3 brings you to an empty room. That's the end of the game!
  • Going fullscreen affects Help text display.
    • You can avoid this by playing in Windowed mode instead.
  • Fatal error with obj_spotted.
    • If possible, don't shoot enemies when they're chasing you.
    • If you encountered this, I'm afraid you're gonna have to restart the game. :(
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  • Michael Hofmann
    Lv. 11

    Really good art, i love the color choice. Sadly i ran into the same bug as the other players. Overall it is a good idea!

    Comtris
    Submitted

    Comtris

  • JealousCrow
    Lv. 6

    I encountered a bug with an instance object not existing. I also encountered a bug where somehow I got caught by a guard and I went to the next level (I didn't mind). Other than those two things I thought it was pretty good! The characters are nice; something about a slow penguin that kills robots with darts is appealing.

    Polygroove
    Submitted

    Polygroove

  • 89o
    Lv. 18

    This game suffered from a similar problem as Pigromancy (or however it was called). Art, stability and idea are perfect, but the actual gameplay gets a bit boring and tiresome and the game doesn't have much game feel. Good job tho! https://youtu.be/216_5nu4aVQ

    • Ardeimon
      Lv. 10
      Ardeimon Designer of Pip and Waddleton

      5yrs ago

      Hey, thanks for playing the game.

      I somewhat agree with the game lacking some "oomph" and, as you may have already probably guessed, time constraints. In the last hours of the dev time, I was still finishing up animations that I skimped on what may have been general polish.

      I'll keep the feedback given so far in mind as I try to improve it, and for future submissions. Thanks again!

  • s7stringmadness
    Lv. 4

    The art was really good! The gameplay was pretty cool too, although I think a tighter control scheme would help the pacing a bit, I did get the obj_spotted error, but it sounds like you already heard about it. Nice job!

    • Ardeimon
      Lv. 10
      Ardeimon Designer of Pip and Waddleton

      5yrs ago

      Thank you for trying out Pip & Waddleton!

      I agree with the controls and movement. They can benefit from a bit more love. We'll see in the future. ;)

  • Luke Peña
    Lv. 4

    The art is really great! But the controls are really confusing and the walls are sticky, making me feel really clumsy. I got through some levels by just doing a confused dash through everything.

    • Ardeimon
      Lv. 10
      Ardeimon Designer of Pip and Waddleton

      5yrs ago

      Thanks for playing and the feedback! Most of the controls and the collision didn't get much love due to time constraints. I'll see what I can do in the (possible) post game jam version. :)

  • Kyon
    Lv. 25

    You did a very nice job on character design!

    It's too bad there wasn't really a reason to play as any other character than the one with the arrows.. In my play through I came across some bugs (like the obj_spotted crash bug, which occurs when you try to shoot at an enemy who spotted you). But that's ok I guess because of the time you had for the gamejam.

    • Ardeimon
      Lv. 10
      Ardeimon Designer of Pip and Waddleton

      5yrs ago

      Thank you for playing!

      Pip (the stealthy little penguin) is supposed to be a "scout" of sorts, due to his speed and ability. Though I can see how Waddleton (the dart-shooting one) is really helpful despite his slowness.

      Edit: I appreciate you giving the context on how the error occurred. It makes things a bit easier. :)

  • Luke No Further
    Lv. 14

    UH OH


    ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_spotted:

    Unable to find any instance for object index '100031' name '<undefined>' at gml_Object_obj_spotted_Step_0 ############################################################################################

    stack frame is gml_Object_obj_spotted_Step_0 (line -1)

    Lone Lunes
    Submitted

    Lone Lunes

  • Kwis
    Lv. 67

    Issues:

    • Menu spreads your hands on the keyboard (left hand on wasd, right hand on enter) while the game uses the mouse. Give an option or avoid doing that
    • Controls are unexpected. Usually when using the mouse, you expect to be able to do something with the left click. For example, shooting with the one-eyed penguin. E for stealth makes sense, but less for shooting. Also, switching with the right click is a bit awkward, not controls we're used to, not very comfortable.
    • The enemy movements are sometimes weirdly difficult to predict? Like, at some point, an enemy made an unexpected turn that didn't seem to be on its path.
    • The sprite being constantly running is a bit... weird. xD It feels like they always need to pee.

    That said, the graphics are cute and it's fun to have this pair working together, even if they're often separated. I didn't have the patience to finish the first level though =/ I suck at it and stealth games in general

    EDIT: The new thumbnail picture is sweet!

    Dream On
    Submitted

    Dream On

    • Ardeimon
      Lv. 10
      Ardeimon Designer of Pip and Waddleton

      5yrs ago

      About the controls: Yes, they can be better. The current ones were mostly set for convenience during dev, but sadly they didn't get much thought upon release. I'll look into it for the (possible) post game jam version.

      About enemies: Some enemies do reverse their paths. Like, from 12345 to 54321 whereas the others just loop back.

      Thanks for the feedback!

What went wrong

1. Effort spread out too thin; quantity over quality

I focused too much on making the game stand out from the common genre during dev time that I completely missed making the game stand out on its own without comparison from others. Too much planned features to make, too little polish on what's actually already there.

2. Unorganized planning/project management

Unlike my previous gm48 entry, I didn't plan this out too much. The design, features and even the style was decided on the fly. This caused me to keep on doing stuff that may have been better as possible updates in the future rather than chocking them in the 48 hours of dev time for a stealth game.

3. It feels "hollow".

Aside from the lack of sound, by my standards, the graphics are underwhelming and disappointing. To think that the enemies have "better" animations compared to the main characters is just... annoying. Not to mention the lack of a premise that actually ties the whole thing together.

What went right

1. Somewhat pulling off a stealth game

Never could have thought of making a game of this genre. Despite its failures, I'm proud of what I managed to put out after 48 hours. In my history of jamming alone, I actually managed to make a playable game.

2. PATHS

Somehow, using Path Editor and mp_* functions to make paths actually worked. I dreaded them once, I still do, but they did their thing, which is nice.

Lessons

  1. Plan. Dev. Polish. In that order. Not skipping one.
  2. Should dedicate polish time instead of more content.
  3. Cliche but good > unique but poorly executed. It backfires. Like, A LOT.
  4. Have fun. Seriously.
Result 44th
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