Did the game update? It feels overall slightly less performant, and has severe lagspikes whenever anyone swoops.
Mobbstar
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Right, the project management side of game jams probably deserves a discussion and/or post-mortem of its own. I did it similarly to you two, with the caveat that I didn’t know what makes a minimal game viable, and thus planned iterative playtesting.
I have worked a fair share in Lua before, most notably for game mods (chiefly Don’t Starve and Invisible, Inc.). However, I’ve mostly ignored LÖVE thus far, thinking it is a game engine. Looking more into it, LÖVE seems much more light-weight than Godot, Fyrox, &c. It enforces no architectural constraints at all, beyond maybe adapters for the various interfaces. For example, one could build an Entity-Component-System structure on this, but choosing against this leaves no “dead code” to speak of. Neat!
There are some unfortunate bugs that make the game too difficult to play: The speed randomly varies, sometimes even going backwards mid-jump. The guy gets stuck on the ground sometimes (caught on a floor collision?) until jumping, which makes it more difficult to dodge the spikes. I gave up after three minutes of failing to get past the second spike. (Technically I did go past, but, as said, guy then went backwards.)
Oh, you got so close! There are different personalities (found at random), so some pigeons fight you while others are nice, and some humans can be defeated in battle while others cannot.
I originally wanted to add another room where you could knock a vase over to lure the human away, but ran out of time. The art is all done, so maybe I’ll add it after the gamejam rating. I’m also toying with the idea of letting the pigeons scout ahead and tell you where to go, but I don’t yet know how to code that.
I expected bugs, but only found bat friends. I like the concept! It is good for a gamejam demo.
minor complaints:
- The timing on the attack is a bit counter-intuitive, but managable. It might just be that the animation does not look like what actually happens.
- Heroes and enemies tend to push each other in strange ways that cause flickering.
If you end up making a sequel, consider giving everyone more complex behaviour and tactics. (This is usually called “AI” or behavior tree.) For example, the hero might try to step back after attacking. And if several bats surround one hero, they could take turns, with one taking a hit from the hero, and the rest attacking the hero immediately afterwards. Other types of enemies and heroes could bring new abilities and tactics, such as ranged attacks or healing.
Took a while to get into the rhythm, but I survived eleven nights and got up to five swoops. :D
I don’t think I’ve found every kind of critter and plant yet, but I haven’t noticed any noteworthy differences in them either. Different critters move in different ways, and different plants may or may not be obstacles. If it were any less stressful (or my computer didn’t frame-stutter) I’d love to see how far I can go and explore the area.
The bleeps and bloops and neon outlines remind me of Electroplankton. The dark ground and electric guitar(?) music give it an eerie spin fit for a roguelike. I greatly appreciate this aesthetic.

