Ferdinand's Holey Journey
Ferdinand is missing something: Where other kids have pure, smooth, cheesy bodies, his body is riddled with holes. Hoping to find the answer to his problem there, he ventures onto a journey to Switzerland to meet his idol, professor Melvin Nicolas Tal. Can you help him find the way while avoiding to be eaten by hungry mice?
This game was made by my girlfriend (concept, art, music, additional level design) and me (concept, programming, level design, music, awe-inducing 3d modelling) for the Thinky Game Jam 3. Sound effects found on zapsplat.com. Some pretty obvious inspiration taken from DROD and other DRODlike games.
We hope you enjoy!
CONTROLS:
- Numpad to move (alternatively: 789 U O JKL)
- Space to draw cats (only on road tiles)
- Z / Y to undo
- X to redo
- R to restart
EDIT NOTE: Added alternative keybindings for numpad-less keyboards. No other changes.
Comments
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Nice game! Tough! By the time I got to level 6 I'd forgotten there was a "draw cat" instruction so I got stuck for a while there :( I managed to solve the main game though!
Thanks! Yeah, would have loved to add an in-level reminder, but we sort of ran out of time. Congrats on solving the main game!
Really liked it the most hard level for me was 10 that level gave me a whole another level of hate for mices(though very clever).
Still I have the optional levels to go through!
Well done overall just the song got a bit repetitive(would have liked a longer section beetwen the repeat!) but time was short so that is just a tiny nitpick
Thanks, and congratulations on finishing the game! Good luck with the challenge levels, there are definitely a few tricky ones in there.
I can see why you got a little annoyed by the music after a while. If we should continue working on the game in the future, more music tracks are definitely high on the to-do list :)
(Spoiler for level 11):
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Also, cool game! It had some pretty tough puzzles in it, with C5 being the hardest for me. Understanding how to manipulate the mice with the cat drawings felt very satisfying by the time I had fully understood the mechanic, and the simple, pastel aesthetics of the game worked in its favor.
Thanks, glad you enjoyed it!
Level 11 definitely wasn’t intended to be solved like that, but I guess it’s fitting some levels of this game are cheesable, so I think I’ll leave it in. Someone else figured out quite some more improvements, by the way. Here’s what are (probably) the optimal drawings for each level:
SPOILERS
- 11: 2/5- 12: 2/4
- C3: 2/4
- C5: 4/5
- C8: 7/10 (haven't figured that one out myself yet, but I do trust the source)