Summary

Once there was a happy forest full of Puppe-bunbuns! But everything changed, when the Suse army attacked! Nasty Suses ate all the Puppes, and only one survived. :( But there is no reason for fear, because Puppes are stronk! They will soon repelnish their party and defeat the nasty Suses! Help the final Puppe find his friends, make a party and... EAT TO THE BEAT!!

Controls
  • (Hold) WASD or ARROWS to move Puppes, otherwise they'll jump around freely!
  • ESC to bring in pause-menu
  • R to instantly restart current level
  • HOLD and DRAG left mouse to move view
Credits
  • Code: @TheIsmoLaitela
  • Art & Design: Kirasamah
  • Music and Sound: DJJusbi
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  • Jupiter Hadley
    Lv. 13

    Cute puzzle game! I included it in my GM48: Colors are Important compilation video series, if you’d like to take a look. :) https://youtu.be/pzo4of_gRdw

  • FrogWax
    Lv. 5

    Really cute aesthetic, interesting puzzles, great audio. I felt the feedback when getting something wrong was non-existant. My puppe's kept going on the wrong direction and I couldn't tell if it was because I was off-beat or because that's what they are supposed to do. I like the constant momentum and not being able to stop. I would definitely add a sound effect or something visual to indicate a poorly timed direction. Great game!

    • IsmoLaitela
      Lv. 19
      IsmoLaitela Coder of Puppe Party

      5yrs ago

      Thanks for playing!

      Moment misses one crucial part, which is remember direction after pressing the key. Now you need to hold the movement keys in order to make Puppes go to wanted direction. If you don't, they'll jump happily around at random. This is definitely something that needs to be fixed if and when I decide to develop this game further. Anyhow, I'm glad you enjoyed your time with them!

  • Boreality
    Lv. 4

    I really enjoyed the music- it works well to justify the movement as makes it a lot more fun. The art is quite good- my only complaint is that if you fail quite far into a level, it becomes quite a chore to re-eat all the grass and different flowers. It makes the players who have figured it out some unchallanging gameplay to go through while giving people who die often (me) no clear time to think and making it feel more like trail and error. Maybe making there be less grass, or a way to stop moving would help this alot. Great submission!

    • IsmoLaitela
      Lv. 19
      IsmoLaitela Coder of Puppe Party

      5yrs ago

      Thanks for playing!

      Yes, time was running and as I created levels, I do regret the decision making them much larger than actually needed. If everything would've been smaller like during tutorials, that would've been fine. But movement, it can't stop as Puppes are full of energy!

  • Fachewachewa
    Patron

    Alright, so. I honestly spent 9/10 of the first level thinking I couldn't play and that it was an example for the tutorial. Why?

    First, you need the mouse to click at text. You use the arrows, I'm obviously using my right hand for that, meaning I need to move between the mouse and keyboard. While I move my hand, the rabbit moves on its own. I didn't know he'd move on each beat. Add the that the timing, and I had 0 impact on what the rabbit was moving.

    That's until I left my finger on an arrow... So my question is: what's the point of the rhythm thing is we can just ignore it? The only impact it has is that you have to move on each beat, or the character will move on its own. But you can just walk into a wall if you need to think.

    To that I'd add some confusion when there's multiple rabbits, sometimes it looks like one of them is ignoring my inputs and does whatever.

    It's also a little frustrating to restart levels because of tiny mistakes, because most of the gameplay is "loosing time" to eat everything and multiple flowers & stuff while nothing much is happening.

    Like, level13 I think, you spend quite some time getting 10 black AND yellow flowers, then you have to cross some water, but if you misstep and you initial white rabbit dies, you have to start again, doing something you've done dozens of time already.

    It's a shame because there are some interesting situations, and the production value is pretty good overall, but I'd really have liked a higher attention to levels & basic mechanics instead of many levels.

    • IsmoLaitela
      Lv. 19
      IsmoLaitela Coder of Puppe Party

      5yrs ago

      Thanks for playing!

      You can move Puppe either with WASD or arrows, both are working just fine. Puppes will jump randomly if there's no input, but if you hold keys, they'll obey and jump on that direction. Hugging wall (as a command) is legit strategy to catch a little breather.

      Originally the idea was to make it rhythmic, that it matters when you hit directional keys, but as it evolved, rhythm became the speed of the game. It just moves everything around in every beat.

      There shouldn't be thug Puppes ignoring beats. This sounds really unfortunate...

      One of the biggest grief are levels. After tutorials they become too long and complex and really frustrating. I should've stick with smaller levels, but time was running out and I made this unfortunate decision to make them bigger.

      If this entry gets improved, there will be some change to movement (mostly how it takes key inputs), some tutorial changes and definitely smaller levels!

Puppe Party

This idea could've fit in so many themes, but "Colors are important" finally shaped it to become what it is now. Simple idea: Bunbuns jumping with the beat. If you guide them, they'll follow, but if you don't, they'll randomly jump around.

Day 1 - Mechanics

First things first: Puppes need to jump. In a rhythm. And without colliding with each others. This system was surprisingly easy to build from ground up. Instead of trusting GM's own instance actiavation order, I created my own: Create priority queue and based on pressed arrow keys, add highest priority to those who are closest of the said direction. Then loop that queue and apply wanted actions. When that was working like a charm, it was time for some colors variations, enemies and obstacles. Day 1 was pretty much just finishing mechanics and making sure they works together.

Day 2 - The panic

Menu, progression system, levels, graphics, popups, buttons, music, sounds, more graphics, testing, testing, changing, HUD, testing, pause menu... That day I spent pretty much in a rush mode. I could've used one or two extra hours to polish this game for good, but even so it feels like I could throw it on itch.io and charge few bucks. As said, there's so many thing I could still change, but unfortunately time ran out (just like myself). If I could make changes, I'd probably add more smaller levels before ramping up the size of them so quickly. Depending on reception, I could make better version out of this. It seems promising.

Summa summarum

After all this panic and honing, I think it turned out quite well. It resembles fully featured game starting from the very first screen. It has tutorial, options, level selection, 7 different Puppes, 15 levels and what not! I'm quite impressed and obviously, I couldn't have done it without my designer and musician. It really helps to have a team, BUT scope tends to grow from original a lot, so I gotta be careful with that in a future.

Result 35th
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