December 13th-16th 2013 :: Theme: You Only Get One

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Casual Friday

by TheWhiteLlama - 48 Hour Compo Entry

My first Ludum Dare Game! You are this blue haired small dude trying to get through an endless row of levels and you have to get rid of your mad coworkers. At the end of each level, you are confronted with one decision! Will you survive? You only get one choice! - Casual Friday by TheWhiteLlama

known bugs:
- npcs within certain circumstances can be killed with one hit
- blocking and attacking don't work correctly sometimes
- azerty keyboard layout doesn't work fine

fixed bugs:
- gravity doesn't change enough for a noticable effect on gameplay
- 2 or 3 identical choices at the end of a level
- npcs got stuck sometimes
- main character could get stuck when to slow
- levels can't be won just with mousemashing anymore ;)

Downloads and Links




wespaugh says ...
Dec 16, 2013 @ 4:33am

Nice work on the animations and character rigging. Looks good! Not sure what the aesthetic is relative to the title or theme, but I like the look.

Attack range or other combat-related options would be a nice mod option to have (maybe those came later). Motility limiting choices seemed to be either unnecessary (shortened jump height can be overcome by walljumping) or suicidal (being caught on stairs and being slow is fatal).

gusanolocovg says ...
Dec 16, 2013 @ 4:35am

Fun little game, Nice graphics, I did run into a few buggs with the enemies getting stuck and blocking the way and could not be hit, on a few attempts.

ColeSlawGames says ...
Dec 16, 2013 @ 4:38am

Interesting...I like the visual style. Reminds me a lot of Scribblenauts. Just a few things to note from me:

1. I can just click to win through this game. As long as I continue to mash the click button, I can't be touched, which kind of spoils the challenge of the game.

2. To my delight and amusement, I could continue to hit corpses after they were down. That's not a knock on your game, as it thoroughly entertained me.

3. Some of the power-ups you get to choose seem arbitrary. I could either choose to move 1.5 faster, or 1.3 faster (I'm not even sure what that means), and they both cost 1 heart. So obviously I'd choose the one with the better pay off.

4. Is there any way to get past level 4? If I'm correct, you have to choose a power-up at the end of every level, and in doing so you lose 1 heart container every time. That being the case, I spawn already dead on level 4. Is there any way to avoid this?

Anyhoo, to end on a positive note, I'll once again say that I enjoyed the art style, and the fact that I could carry corpses along with me by slapping them down the hall provided me more than enough entertainment to keep me playing for a while.

rincewind_cz says ...
Dec 16, 2013 @ 11:13am

Very similar take on theme like me, but totally different game ;-) I like the character animation and overall art style. Gameplay is bit boring though - just clicking madly, holding run key and space smashing sometime.

TheWhiteLlama says ...
Dec 16, 2013 @ 2:32pm

Hi, I didn't notice, that there already have been some comments on my game! :)

I will shortly go through each comment and I'll make little statements.

Thanks! Nice to hear, that you like my rigging and animation work. Honestly I've to say, that I think I maybe spent a little bit too much time on the riggin+animation. In the last minutes I really needed the time I spent too long on character-design.
I will keep improving the game, even if it's not chaning the ludum dare submission. Variable/modable attack range and combat related options were planned, but I hadn't enough time before the submission ended :(

Thanks for the positive feedback. I also had those bugs, but I still don't know excactly where they are comming from. I will try to fix them in the near future.

Haha :D I also think that it looks similar. After finishing the game it also a little bit of some namco games I played in the past.
Yeah, there's still a huge lack of complexity of controlling the main character, I will add new features to the game very soon. I totally ran out of time in the last hour...
The ability to hit corpses was actually not planned, but the game mechanics already worked so far and it was kind of a nice feature, that I intentionally keptin the game.
The decision ability at the end of each level was one of the last things I implemented. I planned to make the random generated decision panels more diverse and balanced, but due the pressure of time I just made a kind of "as simple as possible" solution. I will also fix that soon!
Yeah, there totally should be a way to get past level 4. Because of the randomness of the decision at the end of each level, it always can be, that you just get heart-losses at the end. As soon as there are more options you can chose, the surviving of the levels will be much easier. Maybe the probability of getting a heart-loss is a little bit to high at the moment :/
Thanks again for your nice and detailed comment!

I have to get a look on your game. Thanks, that everyone of you actually likes the style :)
As soon as possible for me, I will get rid of the monoton-gameplay by adding new stuff and features ;)

Thanks to all of you!


JoeProgram says ...
Dec 16, 2013 @ 3:47pm

The game has such a cool look to it, and I love how the characters bob back and forth as they walk.

Until I read the comments, I didn't understand that you could click fast enough to beat the enemies. It would be nice if you got a little break each time you lost a heart - a bigger pushback, or temporary invulnerability. Most times I was just killed immediately.

mtrc says ...
Dec 16, 2013 @ 3:57pm

Really great work on art and animations, and I love the procedural aspect as well as the end-level decisions. Modifying jump height makes the game unwinnable at some point, but up until then I really liked the concept!

qbicfeet says ...
Dec 16, 2013 @ 3:58pm

Really nice graphics and animation. I like it a lot :)

disdanes says ...
Dec 16, 2013 @ 3:58pm

Game looks excellent! Definitely good detection on the attacks. Was pretty difficult though!

Gravity Games says ...
Dec 16, 2013 @ 4:19pm

Nice, a few glitches here and there like enemies getting stuck for some reason, but overall its pretty nice! I just wish there was some music, and a bit less repetitive...

TheWhiteLlama says ...
Dec 16, 2013 @ 5:12pm

As I've done it before I will go through each of your comments :)

Thank you so much! It was not that easy to get the organic-animations to work the way they do now :)

Thank you too! That were some nice words to read!
You can overcome the bug with the jumpHeight by jumping and running against the block. Looks a little bit like climbing the block (But honestly: it's a bug ;) But you can use it to succeed anyway :D )

Thank you very much!

Also a great thank you to you :)

@Gravity Games:
I will try to fix the bugs you and me noticed, I hope this will make the game much more enjoyable! :) In the next version I'm going to add music, sounds and different roomtypes / tiles / enemies

whiteknife says ...
Dec 16, 2013 @ 6:50pm

Choosing jump height down is kind of a problem, and I have NO idea what the heck you were going for with the visuals and the concept and everything, but it was still kind of fun to beat suited men to death with a key, so you have that going for you. Could have used a crazy fast techno loop soundtrack.

CaptainKraft says ...
Dec 16, 2013 @ 6:53pm

The look of the game is great. There were some bugs with enemies being stuck and tossing corpses around after they die. I was also unable to continue playing because I couldn't jump high enough to make it up the stairs. There are some major design flaws, but with some thought and imagination it could be fun.

TheWhiteLlama says ...
Dec 16, 2013 @ 7:15pm

Hehe, yeah the thing with the jumpheight is actually is a huge problem. But you can overcome it at the moment by "climbing" the blocks by running against them and jumping as fast as possible ;)
Music will be added in the next version of the game which I won't update for the compo itself. But I will post an external link for the newest version. You also can follow me on twitter for those news.

Thank you very much! Yeah this bug is really annoying :D But I still don't know where it comes from... I will fix it. I promise :P And I am going to add new content and features

Dyn says ...
Dec 17, 2013 @ 4:40pm

Good graphics but repeatable gameplay and abit bugged enemies.

TheWhiteLlama says ...
Dec 17, 2013 @ 5:17pm

@Dyn: Thanks for your review :)

javifugitivo says ...
Dec 17, 2013 @ 11:34pm

Espectacular, I love the sprite of main character and the animation, good job!

Spelchan says ...
Dec 17, 2013 @ 11:35pm

Why am I beating up men in suits with a key?

robhor says ...
Dec 17, 2013 @ 11:41pm

The graphics look nice, but as others have said, it's mainly a mouse button masher. I liked the choosing mechanic, but choosing a lower jump height is really detremental. Had to tap the space bar rapidly to get up one block after making one bad choice

TheWhiteLlama says ...
Dec 18, 2013 @ 1:08am

@javifugitivo: Thank you so much!

@Spelchan: I think the concept of a guy who's beating men in suits just came by the fact that in the beginning I didn't really have a plan :D The good ideas came up while programming, so first decisions and ideas stayed in the game because I had not enough time :P

@robhor: Yeah, some concepts of the game did I fear, because I knew that some of them could cause problems like button-mashing or the problem with the jump height... I think if I had more time it would be way better now :D I will fix those things in a ludum-dare independent version :)

Ekilibr says ...
Dec 18, 2013 @ 1:15pm

Good game ! Enemies'run animation seems bugged, but I really enjoyed the multiple choices at the end of each lvl :) Nice job !

ChrisMingay says ...
Dec 18, 2013 @ 1:23pm

Really good animation and I appreciate the seemingly randomly generated levels :) It needs a bit of balancing attack/jump wise, but great effort all the same

loxo says ...
Dec 18, 2013 @ 1:49pm

Good concept and great graphics. I would like to see some more variation in level design and different types of enemies. And more balanced options to choose from would be nice, e.g. I can't see why I should choose to run faster and jump less high.

TheWhiteLlama says ...
Dec 18, 2013 @ 1:50pm

@ChrisMingay: Thank you for your commendation! :) You can also follow me on twitter, if you're interested what's going to happen with the game in the future :D

TheWhiteLlama says ...
Dec 18, 2013 @ 2:09pm

@Ekilibr: Thank you! Okay, this is the first time someone says that the animations are bugged :D I will have look on that!

@loxo: Haha yeah, I will rebalance the stuff a little bit I think :) I don't know excactly, what I may change by "typos" and what not... will have to think about it. But I will change many stuff on a ludumdare-independent version :)

Nighley says ...
Dec 19, 2013 @ 8:17pm

love it, incredible nice feel to it and the animations are awesome =) best game I've seen so far.

TheWhiteLlama says ...
Dec 20, 2013 @ 1:06am

@Nighley: Thank you very much! Best feedback since submitting :)

diegocbarboza says ...
Dec 20, 2013 @ 1:46am

Nice art and interesting use of the theme! However, I couldn't see how the gravity affects the game play, so the upgrade decision is not as impactful as it could be. But nice game nevertheless!

TheWhiteLlama says ...
Dec 20, 2013 @ 2:32am

@diegocbarboza: Yeah, I think I will fix the thing with the gravity. I maybe missed the right values for changing the gravity. Thank you!

cardboard says ...
Dec 20, 2013 @ 5:04am

The game looks nice and I like the visual style. The mechanics are pretty good, but seems as though timing when to attack and block is just luck, but I could just be bad.

OrangeeZ says ...
Dec 20, 2013 @ 5:51am

Hm, another bug I've encountered is related to RNG - one of the skill-offering screens offered me three identical choices. Other than that - it's an incredibly well made game, you nailed the look, the feel, the core idea.

TheWhiteLlama says ...
Dec 20, 2013 @ 12:08pm

@cardboard: Thank you! I made some notes about the bugs. I will fix them soon.

@OrangeeZ: Thank you very much! I will also fix them asap.

grifdail says ...
Dec 20, 2013 @ 8:27pm

PLEASE DONT USE WASD ! It's terrible for azerty keyboard owner.

TheWhiteLlama says ...
Dec 20, 2013 @ 10:30pm

@grifdail: Oh, I already read this on someone's game. I will have a look on how I can fix this! :)

sclark39 says ...
Dec 21, 2013 @ 9:08pm

Some more feedback to the player about when they're hitting NPCs at the right range or getting hit themselves would have helped me significantly. Nice graphics, and good work on succeeding at your first LD!

Dec 21, 2013 @ 10:04pm

I might just be too stupid.. but after ~10 tries I still couldn't beat a single level, even after discovering that you could block attacks. =/
What I can say though is that the visuals are very sweet. Absolutely lovely characters.

iiechapman says ...
Dec 22, 2013 @ 11:29pm

I love the visual style and the bounciness off the characters animation, I may not be that good at this game but I always get my butt kicked. I like how the key is your weapon, thats a neat twist. BTW I released a windows version of my game so you can finally play it!

TheWhiteLlama says ...
Dec 23, 2013 @ 1:00pm

@scark39: Thank you very much for your feedback :)

@ShellfishGames: Oh, yeah after the bugfix that the NPCs could be defeated too easily, they're too hard to defeat now...

@iiechapman: Thank you for your feedback :) And thank you very, very much for your efforts on exporting it to windows!

Dec 23, 2013 @ 7:32pm

Nice little game with funny metaphor! Missing only sound and music.

iiechapman says ...
Dec 23, 2013 @ 9:47pm

Hey ! I updated my link with a new version that bundles in that missing DLL! I would love to know how you like my game!

iiechapman says ...
Dec 28, 2013 @ 12:49am

@thewhitellama Wondering if you could paraphrase the error in english for me?

iiechapman says ...
Dec 28, 2013 @ 11:24pm

Hey White Llama, I believe I fixed the error, try it out !

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