Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

Back to Browse Entries

Itty Bitty Bites

by Andrew Adams - Jam Entry

Itty Bitty Bites - The cutest carnage you can handle. The game is about getting the highest score possible by consuming buildings while not getting bumped off by other monsters.
FEATURES:
1. All the cutes
2. Awesome sound
3. Keyboard and controller support
4. Local multiplayer for up to 4
5. Physically destructive buildings

CREDITS:
Programming, Art, and Design by Andrew J. Adams (@AndyJamesAdams)
Sound design and audio by Dillon Kneeland (@dkkarate97)

------------------------
**The web build is quite large and may take up to 3 minutes to load. Sorry :(
If you experience any bugs, lag, or glitches please let us know so we can resolve them before deadline (or in post jam versions).

Thanks for playing our game!

*************************EDIT 16:39PM CST (GMT-6) 8/24/15 ************************
Fixes:
Increased monster speed and turn speeds for more snappy controls
Tweaked gravity to help remove "floaty" feels
Added silhouette shader to show monsters hidden by buildings
Added control directions to start screen and end screens
Configured control directions for both keyboard and controller (it knows which is which)
Doubled the cuteness (not really... this was not possible)

************************EDIT 21:42PM CST (GMT-6) 8/24/15****************************
Removing web build due to latency and firefox issues. Sorry for this fail.

Downloads and Links


Ratings

Coolness54%
#61Graphics(Jam)4.43
#191Overall(Jam)3.65
#251Audio(Jam)3.41
#301Fun(Jam)3.38
#340Theme(Jam)3.68
#403Humor(Jam)3.00
#410Mood(Jam)3.29
#443Innovation(Jam)3.11

Comments

KingGames says ...
Aug 24, 2015 @ 3:51pm

Fun Game! Keep up the good work!

micdoodle8 says ...
Aug 24, 2015 @ 4:18pm

Very fun, great entry :)

Arnage says ...
Aug 24, 2015 @ 4:32pm

Lovely art style. I wished the city was a little bigger though, you run out of buildings way to quickly :)

Some technical notes:
- On a xbox 360 controller the button mapping don't match the instructions.
- The web build gave me an error. (firefox on win 10)

Andrew Adams says ...
Aug 24, 2015 @ 4:38pm

@KingGames thanks!

@micdoodle8 thank you!

@Arnage thanks for the feedback. I'll look into the keybindings right away. Unfortunately, the Firefox issue is related to the Unity JS compile code. I'm looking for a resolution anyway.

Kaev says ...
Aug 24, 2015 @ 4:40pm

The dinosaurs are sooo cute!
I like the gameplay, with some more elements it could be a really cool multiplayer game that i would play with my friends. :)

iossif says ...
Aug 24, 2015 @ 4:44pm

i have no idea how to control the game. it starts and at one time the players begin to run but i cannot control anything. (mac version)

Andrew Adams says ...
Aug 24, 2015 @ 4:47pm

@Kaev Great to hear. We are considering taking it further after the jam.

@iossif... on keyboard press enter, on controller press start. Sorry I should have been more clear about that.

architect404 says ...
Aug 24, 2015 @ 4:59pm

great graphics and fun concept. my biggest criticism is that the controls feel a bit too light and floaty for brick smashin' monsters, but great effort nonetheless!

Andrew Adams says ...
Aug 24, 2015 @ 5:11pm

@architect404 Thanks for the feedback. We'll look into tweaking those settings, or adding in some customization in future editions of the game. Thanks for playing!

Shinmera says ...
Aug 24, 2015 @ 5:14pm

Would have been nice to have a display for the keyboard controls as well.

Otherwise, very cutesy as advertised. The music and effects are very simplistic, but they match the theme well enough. Overall from a presentation standpoint this is very well done.

The movement unfortunately feels bogged-down and with the tiny playfield it is quite a bit too constrained and awkward to roam around. Sometimes physics things happen while I have no idea what caused them, which can be pretty confusing.

I could see this becoming a very fun little party game to play with friends if it were made to be just a lot quicker, requiring more swift reactions and movement to compete in thrashing the buildings.

kaitokidi says ...
Aug 24, 2015 @ 5:16pm

Nice, but should have more time between the attacks, and maybe different levels and difficulties.
Great job anyway : )

Andrew Adams says ...
Aug 24, 2015 @ 5:33pm

@Shinmera - Thanks for the feedback. Will definitely consider these issues in future versions. Sorry about the physics confusion.

@kaitokidi - We will tune the attacks, and include far more levels and gametypes in the future (deathmatch, co-op, etc).

iossif says ...
Aug 24, 2015 @ 6:56pm

after i found out how i start the game, i really enjoyed it. lovely setting.

ulasbilgen says ...
Aug 24, 2015 @ 7:46pm

Great game :) I think you really need to continue working on it, post jam. The controls are a bit light as mentioned above, but I guess that's normal for a 72 hour game :)
Also maybe you can add a silhouette of the monsters, when they're behind or inside the building, I think it should be very subtle, but can increase the gameplay.

Andrew Adams says ...
Aug 24, 2015 @ 9:19pm

@iossif thanks for coming back and playing it again. I'm uploading a newer version currently that will include controls, and accurately display them for controller vs. keyboard.

@ulasbilgen Thanks so much for the feedback. I've taken your advice and the next version will include "hidden" silhouettes for unseen monsters.

3CGames says ...
Aug 24, 2015 @ 11:17pm

Cute little game, looks great! Didn't work with my xbox controller though. The keyboard controls didn't feel very reactive.

Karai17 says ...
Aug 25, 2015 @ 3:12am

Great job! Please fix the controller controls ;) On an Xbox controller, "A" is mapped to pause, "B" is jump, and "Y" is attack.

Grhyll says ...
Aug 25, 2015 @ 10:40am

Mmmh not totally sure about this :/ Xbox controller seemed to control the same monster as keyboard :/

Andrew Adams says ...
Aug 25, 2015 @ 12:34pm

@Grhyll Were you trying to play 2 player w/ 1 keyboard and 1 on gamepad? The game currently only supports more than 1 player if EACH has their own gamepad. We'll look into changing this in future versions.

team_ftlol says ...
Aug 25, 2015 @ 6:16pm

really love the happy visuals and music. has a very retro feel to it. and I love playing a new Rampage like game. it was very difficult to tell if or what I was controlling, but eventually I took the time to read the instructions screen and found mouse and keyboard worked for me and I even won a round. gamepad didn't seem to work properly if at all. cool game. nicely done. — Drew Van Camp

godjammit says ...
Aug 26, 2015 @ 2:04am

Great! I wish it had multiple stages. Very cute and fun party game.

BNeutral says ...
Aug 27, 2015 @ 9:31am

So cute~

NoWandStudios says ...
Aug 27, 2015 @ 1:50pm

Love dinosaurs! So cute, have you thought about expanding the game?

jofra says ...
Aug 27, 2015 @ 1:57pm

cool game! It was a little hard at the beginning to understand wich one was i maybe a little light effect to make it more visible.
The graphics were very cool.
Gj

NikB says ...
Aug 27, 2015 @ 4:50pm

This is adorable, love the little dinosaurs and the chaos they cause. The music is also pleasantly fitting. All in all has some great potential as a "party game".

Andrew Adams says ...
Aug 27, 2015 @ 4:58pm

@NoWandStudios Yes. I'm currently working up some concept art for more monsters, extra levels, etc.

TheZiggy says ...
Aug 27, 2015 @ 5:53pm

Very fun game with great graphics and mood! Would love to see a post-compo version with more levels/worlds to play on.

grywhttl says ...
Aug 28, 2015 @ 1:45am

Lovely little game, great work!

Sep 3, 2015 @ 2:38pm

Cool game, though I had some issues skipping through the controls page... I included it in part 15 of my Ludum Dare 33 Compilation video series, if you would like to take a look :) https://youtu.be/De5lc4U-4hg

Slothmachine says ...
Sep 9, 2015 @ 8:28pm

Cute sounds and graphics :)

Kai20 says ...
Sep 10, 2015 @ 3:26pm

nice graphics and idea

Omiya Games says ...
Sep 11, 2015 @ 3:59am

As a one-player game, this game wasn't particularly challenging against the CPUs. Basically felt like Pac-man with ghosts that simply teleports you back to the last checkpoint without taking away a life. The music was a bit repetitive as well.

For some reason, when I played, there were no shadows, so jumps were hard to tell. Additionally, it was hard to tell the range that the fire action had. Without the shadows, it was hard to tell whether the fire action did anything, even when it hit a character and knocked them off the screen.

Incidentally, it was really confusing in the beginning when all the CPU takes over. I wasn't expecting for the game to start before I hit the enter key.

Kerdelos says ...
Sep 11, 2015 @ 8:25pm

Really nice looking. There should be more explosion or another objective than just eating bricks. By the way the pause effect is awesome.

You must sign in to comment.


Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs (http://mysite.com/mygame.zip) and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.


[cache: storing page]