mind-set-go 2018-12-04 04:55
Nice job with the theme, very similar to the idea my team came up with lol. Very unforgiving if you miss a jump, only so much slime to go around!
Foon → Ludum Dare Explorer → LD43 → Blob Time
By sketchycode, tompendergrass and vipaka
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 248 | 3.73 | 47 | |
| Fun | 141 | 3.77 | 47 | |
| Innovation | 218 | 3.57 | 47 | |
| Theme | 170 | 4.00 | 47 | |
| Graphics | 499 | 3.54 | 47 | |
| Audio | 368 | 3.30 | 45 | |
| Humor | 565 | 2.74 | 39 | |
| Mood | 512 | 3.31 | 46 |
Nice job with the theme, very similar to the idea my team came up with lol. Very unforgiving if you miss a jump, only so much slime to go around!
Very fun to play! It definitely was a bit tricky at times to get the jumps right, but still quite a bit of fun
Very fun! Not having enough slime to make it to the end was my biggest challenge. Keep going, I want to play more levels!!
Interesting! I like that some levels went for a more puzzley direction, but not in an overly punishing way. Still, there were a couple levels that stumped me for a bit. I really liked the background art - there was a surprisingly large number of different environments present. Good work!
end.png
The end?
Very nice work! Good level design, an impressive number of levels for a jam game, and a nice art style with excellent backgrounds. I especially liked that the player moves faster as they shed slime, and slips on their own slime, both choices made for some interesting and unexpected gameplay. With a bunch of polish and more levels this could make for a good full game. Great job!
Cute idea, leaving bits of yourself behind to solve puzzles. Some of the levels are pretty unforgiving on how much slime you have
Blob Time made the best with its mechanics and resources, cramming a surprising amount of levels for a jam game.
firefox_2018-12-04_23-02-13.png
Some something calm, certain levels did feel like a blood rush, making the player barely make it to the exit or through some obstacles. The last level in particular subverted most expectations from the early levels, and this is one of the few platformers where every jump counts, both as HP and mechanically.
If I were to give feedback, it'd be about the arbitrary difficulty of the levels. Some early ones were more puzzle-y than some later ones, which were, in comparison, just straight foward. This kind of stuff is difficult to tweak, I guess, but still, it made up for an overall odd pacing. Some of the later levels would barely qualify as puzzles.
Regardless, fantastic job. In behalf of [my team](discord.whalesandgames.com), we wish yours a fantastic LD rating period. Cheers! :whale:
Wow, probably my favorite game so far! The puzzles were great, some really stumped me, especially the last level! (it took me a while to figure out you could run through these doors without sacrificing a part of yourself). Also really liked your idea for using the theme as a puzzle mechanic. Good work!
My only complain: you should have added a restart level button. I had to press S repeatedly to sacrifice myself every time I wanted to restart and it was a bit annoying.
I'm not really a huge fan of platformers, but this is pretty cool. I feel like its a little punishing in terms of how much slime you have. It really makes it so that you have to micro-optimize at the later parts. But besides that, it's a really cool thing.
Very cute, and good fun to play. I did get stumped toward the end, haha. Great work.
Very funny! I really appreciated the graphic direction and the style of the various levels. In particular, the animationa of the blob is nice. Good level design too, well done!
A very fun and very good game. I really liked the graphics and sound!
I enjoyed this, the platformer-puzzle blend is pretty unique! I feel like this game is well-suited to speedrunning. Gaining speed as you sacrifice goo adds some options for higher-level play where you can play risky for a faster time.
Some suggestions I have after playing through all the levels : - Landing precise jumps is difficult when you are moving quickly because there is no way to stop movement while falling (other than hitting a wall, you can only move at full speed left or right). Maybe the air control should be separate from grounded control with its own unique momentum, so you can have more precise control over trajectory. - I noticed that you do not lose slime while standing still, as well as while falling. However, if I held a movement key while falling I would lose slime, even if my movement keypress had no influence on my velocity (maybe a bug)? - I think it might be interesting if slime was only expended to coat surfaces, so traveling back over covered tiles did not waste slime (jumping could keep its slime cost, maybe splash adjacent floor tiles). You could also allow slime to coat walls, which would reward players for jumping with finesse and not bumping into things.
This is really cool. I like how you slowly dissolve, that's great. I like how the first couple of levels are just jumping around, then it introduces a door, then multiple doors, and slippery movement. It makes for a really nice ramp up.
As simple as the concept is, I think it is one of the best entries I've played.
I wish I could have played more, but I couldn't get past level 3. I need more granular control while in the air to get between the spikes. I'm not very good.
Wow! Really fun entry. I had a blast playing this on stream. The last level was definitely a lot harder, but oh so satisfying and a great challenge after all the build up. The audio is a bit lacking but overall a fantastic entry. Thanks!
Love your take on the theme. The idea of sacrifice impacting the gameplay/player is a lot of fun. It was a lot harder than I anticipated!! Really impressive game and idea for such a small amount of time.
Really great overall feel. It all works together so well. Love the music and sounds. The mechanics make for a fun bit of platforming with a twist.
Fun game. I liked the concept, but felt the steering was a little loose in mid-air. I thought you also got a significant amount of levels in for the time you had, great job!
Who loans out cookies? :P Lovely game. I appreciated the level variety, both in gameplay and visuals. Really neat level designs. I just wish there was less platform jumping, and more utilizing your goo slip and speed! Great work
Really interesting mechanic with having to minimize steps/jumps. The sliding on previous slime bits made some parts kind of frustrating, and it was hard to get used to the constantly changing speed of the character (though maybe that's a good thing?).
The last level took a bit of an extra think but it was probably fine. You only introduced one mechanic per level, and there were neat variations in environment which I appreciated.
Definitely needs gamepad support. :)
Here's my play: https://www.twitch.tv/videos/345392408?t=45m33s
Thanks for submitting your game to my stream! Sorry I sacrificed you but it worked out in the end right? https://www.twitch.tv/videos/345732966?t=05h00m06s
Overall a nice game that shows unique mechanics. Some jumps were hard to do, but I still managed to progress and have fun.
A very good little puzzle platform game. Both the music and graphics was good. The controls was okay, but could have been better. Overall a good LD game. Well done.
Very cool! The last level is the perfect climax!
Your game was played on my stream ( https://www.twitch.tv/ursagames/videos ) on the third day of Ludum Dare streams. Thank you for sharing your game with us! You can find the timestamp of when your game was played here: https://goo.gl/N2rkr8
Well designed game with some REALLY tight levels. It looked like you guys did some good playtesting and tightened the timers on the levels really well. I'm not gonna lie, I got stuck at Jungle Staircase and gave up after many tries. I eventually had to just watch @mrjoshuamclean 's stream to see what the rest of the game looked like. I really enjoyed the experience regardless though. You guys didn't hold back on difficulty, had lots of parts that just felt fun, like doing midair sacrifices onto buttons and just booking it through a lot of sections. I think you guys stick to the theme very well, and very organically.