Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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To Developers: Consider using HTML5 and WebGL instead. Having troubles with the export? Don’t worry. See Ports below.

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Honey, I'm Home Alone

by NoGrapes - Jam Entry

Honey I'm Home Alone is a game about a girl named Allison, left home alone while her parents are away at the National Honey Convention.

The Sticky Bandits are taking advantage of this to rob you of all your honey. As Allison, set traps around your house to let them know that THAT won't fly.

Make it to the panic room before they get all the honey, and call the police!

Space Bar and Enter Advance slides in the briefing segment.
A and D move.
W and S go Up/Down stairs
E sets the marble trap

This is a No Grapes Games production

Programmer: Nathan Caldwell
Art: Justin Raimey
Writer/SFX designer: Andrew Caldwell
Music: Calvin Brown

Downloads and Links




nassi says ...
Apr 21, 2015 @ 10:45pm

Didn't really see the point of the marbles, since just rushing to the panic room without caring about the bees seemed like the best course of action.

Nice visuals but lackluster gameplay. Interesting sfx.

tughan says ...
Apr 23, 2015 @ 2:16pm

I agree with nassi here about the panic room. But hey, it happens in jams. I like the style.

abcdef65g says ...
Apr 25, 2015 @ 6:43am

I agree with the above. The visuals are great, kudos to your artist because I really like the visual style for the game. I really enjoyed it visually. And the theme is interesting, how all flows well in the package.

The mechanics didn't support the game as well as they could though. The movement felt somewhat stiff but I gotta say, I enjoy the idea very much. Really something which if expanded could see the light of commercial release in my eyes.

SamH says ...
May 1, 2015 @ 10:59pm

I probably played this more than I should have, just to try to understand how the marbles worked… but I agree with the above comment, they don’t seem to be useful since one can just rush the level.

You have great artists but your programmer and game designer didn’t seem to have enough time to build actual gameplay, so it’s hard to judge…

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