Ghostly Grotto
WASD to move, space to interact with nearby objects. If you can do anything with the object, a tether will form, and you'll start re-gaining essence. If you run out of essence, you'll be brought back to the last used stationary interactable. Pressing space while tethered breaks the tether, as does walking away from the tethered object.
NPCs may need to be interacted with multiple times in order to tether to them.
Dragging a tethered NPC to an object will assign them to do that task. The fertility idols increase bust size of the NPC that delivered it, and the pale plants with cyan glowy bits make you build up a stagger on non-controlled NPCs that are near you.
NPCs have 4 stages of boob growth, you can give them more, but there is no sprite for it.
Made for Strawberry Jam 9 to experiment with Godot's 2D Navigation Agents. There's 11 NPCs on the map, one's off in an isolated cave.
Let me know about any bugs you come across in the comments!
Download
Development log
- Post-submission patch2 days ago
Comments
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I like it.
Nice prototype!
I like the concept at the very start that you are tethered to Altars and need have limited time/power to act before getting tethered back. It could lead to some nice puzzle gameplay.
First, bugs:
- When a follower grabs an item in the top right, they try to bring it to the isolated altar despite not having a path to reach it.
- If you click with the mouse you can replace tiles with grass/cobblestone. You can replace walls and spiritwalls this way.
Now, suggestions:
- Procedural world exploration like in Build The Sun by punkcake
- Find an interactable spot to start an Altar, bring resources to it to upgrade it, making you hold more essence when recharged by this Altar.
- As the Altar grows, other stations spawn that you can upgrade for benefits like a longer tether for this Altar, creating Fertility Idols or other vanity items, or spawning new followers
- Shrines, handmade puzzles that you can discover, with a gate at the start that resets your Essence to the appropriate amount for the puzzle
- The time-based Essence decay could be reworked into a Trail system: threading new ground costs Essence and leaves a trail, moving back along the trail does no cost Essence
- Some enemies could attack you to reduce your Essence, others could instead clear your trail
Thanks for playing my game!
Totally forgot about valid path checks for delivering items, thanks for bringing that up. The mouse button thing was actually a debug thing I added to test the map system and forgot to disable lol.
The trail idea sounds pretty interesting to experiment with! If I come back to this project, that and upgradable structures would definitely be on the top of my to-do list.
Very neat concept, but there doesn't seem to be that much to do. Not much of a real goal or challenge.
Yeah, I didn't really go into this jam with a plan besides "I wanna make little dudes do things", so there isn't really much of a game. Thank you for playing it though! :)