indeximal 2017-05-01 15:07
Hey, I like the style of this blob and the music way great too. Gameplay was kinda buggy tho, I didnt take any damage. And the animation corresponding to the jump doesnt show how high I would jump.
Foon → Ludum Dare Explorer → LD38 → Blobbery
By odefus and Vandeviere
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 593 | 3.00 | 23 | |
| Fun | 548 | 2.85 | 23 | |
| Innovation | 707 | 2.28 | 23 | |
| Theme | 738 | 2.28 | 23 | |
| Graphics | 398 | 3.47 | 23 | |
| Humor | 327 | 2.75 | 22 | |
| Mood | 434 | 3.14 | 23 |
Hey, I like the style of this blob and the music way great too. Gameplay was kinda buggy tho, I didnt take any damage. And the animation corresponding to the jump doesnt show how high I would jump.
The graphics is very adorable (especially the enemies). The music is very catchy but gets a bit repetitive after a little while. The platforming is good but it feels a bit off sometimes. I think the reason being in other platformers I expect whenever i press the jump key, my character jumps. In this game, however, due to the jump key long press mechanics, it feels a bit unresponsive sometimes. I get better after I get used to it though. As @indeximal said it would be great if the animation corresponds to how high i would jump because currently I have to guess.
Overall it is a solid platformer, good job! :)
very cute blob - the gameplay feels off and the controls made me want to scream - and not in a good way - it waws a unique mechanic but it felt clumsy - overall i liked it - great job
nice idea, great graphics and audio. I spent ages trying to avoid the spikes and eventually realised I was immune (assume that's just a bug) otherwise very challenging, I enjoyed the jump mechanics a lot, was a nice twist from a usual platformer. Well done :slight_smile:
The graphics somehow made me nostalgic for my old Amiga games. Nice effect for such simple graphics :)
I like the jump mechanic, but it wasn't clear at first that I jump on release. Maybe the squashing animation could be a little faster at the start so that the player can see it responding? Also did you ever try having the player press down instead of up to jump? I think it might make sense since the blob is pushing itself down in order to spring back up, and it would make the idea clearer to the player.
Maybe you could also reserve the full squashy animation for charging up jumps only, and not on landing, so that it's more clear when you're charging a jump and how much charge you have? Landing could still have a little squash to it but much less than now, and it could be overridden by the jump-charge anim.
In one sense it's cool how big the map is, but in practice I ended up getting lost with no idea where I was going and where I had been. Might have been better to make it smaller and to limit the player's paths a bit?
Overall, great game with a nice feel to the controls and effective use of old-style pixelly graphics!
The aesthetics of this game are absolutely awesome, I love the look especially. The controls could use a little polish, but after you get used to it it's not too bad. Like @karln, I have mixed feelings about the size of the map; it's cool that there's a lot of content, but it's hard to know what to do or where to go. That's not a huge problem, as long as there's something to find in every direction, but as far as I can tell this game only had two pickups, so most directions seem like they'd be dead ends. I may be wrong, however, I didn't complete it yet.
Overall, this is a great start to a platformer, I'd love to see it polished up further!
This was a very interesting platformer. I had to get used to the idea of holding jumps, but I think that was pretty cool how you switched it up. I am so used to traditional platformers. I liked the artwork, you did a decent job with sprites. Controls were also easy to get used to.
The level design was okay, I like that you had the spikey guys, I would of loved for more enemies or more mechanics, but 72 hours is such small time frame. You may want to try doing smaller shorter levels that introduce new mechanics along the way. Big levels can overwhelm some players and they will feel lost. The only other thing I would add are death conditions. :)
Good job!
This was pretty interesting. I liked the music and the graphics, but it didn't control very well. I think the hold-to-jump was a bit problematic as it made fine movement very difficult. It also made avoiding the spiky guys a bit of a chore.
Cute game. The movement was pretty satisfying, a little more fine tuning would have made it perfect. The knockback from enemies was also a nice addition and it ended up helping me a couple times. I also felt the difficulty curve was perfect, the final platforming section was challenging but not frustrating. I'd like to see an expanded version with more enemies and an open world with hearts scattered around.
Good work and interesting platformer. I agree with arch-a-type though, a much smaller level but with more variety in enemies and rewards would have been better and more interesting to the player but all in all good work :)
Jumping higher is good, but usually other games do it by letting you hold jump button during jump itself to let you reach higher. The way it's done here makes jumping over stuff more complicated
I like the squishy jump animation and the graphics in general :) Also the choice of music. I wasn't sure what was going to happen when I hit the sharp dudes but since it only shoots me away, they aren't lethal :) Good job!
Really liked the squishy blob graphics and the animations. But the jump was a bit frustrating at times: because the blob immediately flattens all the way when you hold the jump button, it becomes a bit difficult to determine how many tiles/squares high the jump is going to be. Granted, I started learning in time, but the second heart was a bit frustrating to get because of that. Maybe some sort of meter or arrow would help?
The music was a bit repetitive, but nothing too annoying.
I also liked the challenges presented to the player from the level design (like I said before, it's just the jump mechanic that made it a bit frustrating), although I got a bit lost in the beginning due to the large open-room feel the platforms give from being distant from one another sometimes.
Lastly, I missed death conditions a bit. It took me some tries, but eventually I got that second heart. Thing is, I got hit so many times in the process that not dying just felt weird. If you ever expand the game and place more hearts, maybe you should implement death conditions and checkpoints.
Nice game overall. Good job!
That's a good try for a plateformer, but it needs some improvement to be fun: - controls needs to be more reactive (sometimes you can test the input in the previous frame...) - jump charge need more feedback, maybe if the blob don't reduce on other situation it would be more clear.
anyway, the level design is hard but fun...
Neat little game with a few flaws. The graphics are really cute and well done. The music is nice at first but it get a bit grating after a while. Making the enemies knock you around instead of killing you is an interesting choice and it works pretty well. I wasn't a fan of the jump charge thing, though - it can be difficult to tell how high you will jump when you release the button.
I had a fun time with this. Thanks for the positive message at the end :)
As others have said, I would have liked a little more feedback on how high I was going to jump, like a charging bar or a flashing outline around the character. Regardless, I did start to get a sense of how to finesse it by the end anyway, so maybe that was your intent. I did find the rolling off the edge of the blocks to be a little bit frustrating - was a bit more slippery than is standard for a platformer.
Neat little game! I felt like it had a neat "rhythm" that tied together the music and animations. I like that you changed up the jump mechanic so it felt different than a standard platformer, but that did increase the learning curve a little. Some tweaking of the jump wind-up animation or other visual indicator like others have suggested could make it easier to pick up.
I felt like sometimes the hit-boxes of the enemies were a little off and I would get hit by them when it didn't look like I had. Just a little thing that happened only a small number of times.
Overall, it still feels like a well-developed cohesive package. Well done!