Blobbit - A Disaffected Squirmy by Wampus 2014-12-15T11:36:00
That was really fun! I managed to pick it up by playing. Enjoyed the board game vibe quite a bit.
Foon → Ludum Dare Explorer → Users → lycrashampoo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | You Gotta Feed the Wizards | jam | 777 | 2.87 | 2.62 | 3.48 | 3.58 | 2.51 | 2.73 | 2.50 | 100 |
That was really fun! I managed to pick it up by playing. Enjoyed the board game vibe quite a bit.
Really cool concept and graphics! In practice, I found it frustrating trying to kill a bug where I wanted a platform to go, and the process of jumping to the white platform wasn't interesting in itself. The way the game starts is pretty great, though, and I got really excited when I realized you could swap between the disk and the man. So there's definitely a core of awesome in here.
Hard to go wrong with a good old grindy RPG! One bug I noticed: when I equipped the shoes of fast being fast or whatever, an error message popped up about not being able to find "assets/shoes.png," obscuring my hit points. Dying and reloading did not get rid of this error message.
Also, I haven't played all the way through yet, but my magic is up to 16 and I have no idea if that's ever going to be useful for anything. Other than that, I'm having a lot of fun, though! The art style is pretty cute.
Hard to go wrong with a good old grindy RPG! One bug I noticed: when I equipped the shoes of fast being fast or whatever, an error message popped up about not being able to find "assets/shoes.png," obscuring my hit points. Dying and reloading did not get rid of this error message.
Also, I haven't played all the way through yet, but my magic is up to 16 and I have no idea if that's ever going to be useful for anything. Other than that, I'm having a lot of fun, though! The art style is pretty cute.
This game is SUPER FUN! Pinball plus Space Invaders is pretty awesome, it turns out, and I absolutely love how the game over screen is a power-up shop. Also the graphics are such the cute.
The pinball physics are pretty good, but they could still use a tiny bit of work to be really satisfying; in particular, the sumoball is very reluctant to flip backwards the way he would in an actual pinball cabinet. The magnet also doesn't work the way I would expect, but that might be a feature.
Minor quibbles, though, this game is incredible.
That was great! I'm lying in bed while I type this, though, so I'm biased.
AAAAAH THAT CLOWN
Nice job on the controls, the shooting felt great! Shotgun mode was pretty boss, too.
The only note I have is that it took me a little while to figure out that the mouse doesn't control rotation, just toggles shooting. Found myself wanting to fire with the space bar. Sound was really nice.
Nice concept, but the amount of money you make as a game developer was unrealistically low.
Loved the graphics; that doll in the corner was the perfect blend of traditional and pixel, and it made me happy every time I looked at it.
I did wish there was more going on with the city-building mechanics in terms of interesting choices and interactions.
The endgame made me laugh, but then it was WAY too hard so I didn't finish. :(
Love the music, the graphics were super cute, and the platforming was fun. I really liked how the powerups made you think about the terrain in a different way.
I ran into a bug where I jumped on a platform and couldn't jump again, maybe I was stuck in the floor? Also I wasn't sure if there was a way to deal with the shooty guys or if I just had to suck it up and run past them. Jumping on them seemed to kill them but also hurt me?
Also the movement physics were a little bit on the stiff and slow side for my taste. Other than that awesome job though!
This was a cool idea and I wanted to play all the way through, to see what happened, but I gave up several tries into the fire boss fight, because I couldn't tell which squares were going to kill me in advance, and I never got him down lower than four hearts.
The bow shooting felt a bit off, maybe because the arrow was 2D? I felt like I needed to shoot to the right of what I wanted to hit. Also, the jump physics in the 2D bit with the spikes felt clunky and made it difficult to maneuver.
I did enjoy the concept a lot, though, and the transition from playing the game on a screen to being inside of it was REALLY cool. Also the audio was great, especially the pumping techno music and the resigned tone of the guy with the bow who realizes you are the protagonist, not him.
That was really cute and fun! Who knew beverages had such good pickup lines?
Controls felt great! It was tricky trying to get the enemies into aggro range without being vulnerable; if health had really mattered I would have done pretty terribly. :P
Some great ZZT nostalgia going on with this one. I'd love to play a full-on ZZT game with these controls.
Super cute, and the controls feel really good! I agree with other commenters, I wanted more of a reason to be collecting honey.
Love the graphics! Took me a while to figure out there was double jump. Kept getting brained by houses. Also wish there was more to the game.
Neat concept! In practice, the plants took a really long time to grow, and I got bored waiting for them. Also, the controls felt kind of floaty, as though I were driving a racecar instead of a person. Cute art though!
I think this could be a really fun game if the enemies and the dashing were tweaked a bit. As it is, I felt like I was only ever able to get one or two good dashes off before I was swarmed by enemies, and simply walking away from them and taking the hits when one caught up with me worked fine for the lower levels. On round six or so they trapped me in a corner and I couldn't move, but I wasn't dying, so I stopped playing.
The game has potential, though!
I never really internalized how the screen wrapping worked, which got in my way when I wanted to futz with the levers. There are some interesting ideas here that could make for a fun puzzle game but I think there needs to be a little more transparency as far as how the player is affecting the world.
Awesome art, concept, and audio! I kept waiting for the patterns to increase in complexity, but then they didn't. Also, despite making everyone laugh every time, my score was zero?
Looks great, and the controls feel really nice, even on a keyboard. You did an awesome job with the aesthetic. I wish there was more in the way of gameplay, though, once I figured out you didn't have to kill the rats the game was a cakewalk. :)
Awesome retro vibe though!
Fantastic game! Absolutely loved the concept, and the graphics were cute. Personally, I wish there'd been less reliance on tilting, because I am bad at it. :p
Unique concept! The physics took a tiny bit of getting used to, then I had a lot of fun gently nudging shoppers off of a bridge.
One thing I would have liked was some sort of goal to be working towards, or a time limit, or something. This might just be me, but games you play until you fail make me nervous.
Despite being unfinished, this looked nice and felt satisfying.
I had a lot of fun with this but OH MY GOD THE CLICKING! Seriously, took a fifteen-minute break to google how to map a keyboard key to left mouse click on a laptop without a numpad, didn't find any options I liked, and now my right arm is lying on the floor twitching and looking up at me sadly.
Also was unable to craft scrolls of annihilation because they took "parchement" and all I had was parchment, also wanted to make the Unassailable Fortress or whatever it was but the crafting ingredients were listed as "Magic Ore x100 Adam."
Anyway, I liked this well enough to kill my hand on it, so that's something! Music was nice too.
Aw, man, I try to avoid clickers because I have a Clicker Problem. That said, I enjoyed the straightforward mechanics of your clicker and played it until I had enough to reduce my increase delay to 0, which the game wouldn't actually let me do.
Small note: I was unable to buy upgrades I had exactly enough money for.
Really fun tower defense! I especially liked the idea of having to change up your strategy to accommodate different enemy colors. In practice, though, preparing for the red puddings proved difficult: for one thing, I had no idea they were coming the first time, and they sailed past my blue spoons while I was trying to figure out how to change their color.
I was "ready" for them the second time, but soon discovered that you couldn't build a red tower right off the bat (I think?), you had to build a blue one and change its color.
Still, with some more work and playtesting on this I think you've got a really fun game!
Fun idea, awesome font choice, too much slowdown on my crappy laptop to play. :(
I was literally just thinking about The Outsiders for the first time in years. Made me laugh out loud.
The speed as health idea is really interesting! I tried to play this the proper way for a few games, never figured out if I was supposed to collect or avoid the blue squares (they look like something I'd want, but I often picked up a red square along with them when it didn't seem like the hitboxes ought to do that.)
Then I discovered that you could spam left, miss the entirety of everything, and rack up a huge score. So heads up there. :)
Interesting idea! I'd be curious to play it after some fleshing out.
Interesting tower defense setting! I wanted more things to spend money on... basically I agree with everything xlash86 said.
This was pretty cute; I liked the procedurally generated nonsense business-speak and the randomness (what's Hodor's plan to synergize late-gain investments? Is it different from the horse's strategy?)
I quickly ran into trouble trying to figure out what the puzzle was and how to solve it, though. I tried farting near a snowman, and that didn't work, so I...did something to a red potion? Then a blond guy started floating horizontally across the table towards my coffee, which was the only thing keeping the (bees?) away, and I was like "Okay, I will never understand this game or get out of this meeting." So I quit.
Oh man nostalgia! I really like the retro TV framework for a series of minigames, and having to futz with the rabbit ears was a perfect touch. If you get more time to work on this, a full-on adjustable-rabbit-ears minigame would be awesome!
That was really cute and fun! I'd love to see it fleshed out into an action... RPG... whatever it is? with a full story, maybe some puzzles or just generally more complicated unlock conditions for files. This thing is a good thing! Make there be more of it!
Graphics look great and consistent, you made really good visual choices. The only thing that felt a bit off to me was the mouse controls; it felt strange to have the mouse button click the pointer-sword-thing but not have the mouse position control the direction of attack. That is literally the only thing approaching a complaint that I have, though.
That was fun! Trashcan guy saying "You don't have enough GARbage" is going on my list of great video game barks somewhere between "Plebs are needed!" and "Shtay a while and lishen!"
Played this on my phone, and it was quite fun! A neat concept, nicely executed. The only complaints I have are that the jumping got a bit repetitive, and I didn't really want to sign in to my Google account or look at ads while playing LD games.
Thumbs up on graphics and choice of music though!
Once I figured out how the heck to play this game, it was pretty fun!
That was really cool! I enjoyed the surprises when the game shifted focus, and the music was so good it made me want to survive just so I could keep listening to it. The multicolored graphics were pretty great too. I did wish it had used a cooler font though.
Was unable to play this due to my character failing to spawn, I think?
That was really fun once I got going! (Spent forever trying to find the pause button on my keyboard. >.<)
My one complaint: too much clicking! This is the second game I've played today that had "keep clicking forever" as a primary mechanic and I can feel the repetitive stress injury forming in my old-person arm.
Had a great time experimenting with the potions, though, and the little flavor bits explaining why each person needed their potion made were pretty cute. Also, fantastic job on the graphics.
Fun concept, agreed that there needs to be some kind of gameplay to make things interesting. The moving bushes and the sunflower are super cute; the image of Marvin on the title screen hits my nightmare button ;_;
Love the concept! (If you don't know how you get broccoli on the screen, you've never sneezed with a mouthful of broccoli. Worst. Sneeze.)
It took me a while to figure out how the hitboxes worked, and then I spent another while wandering around looking for more food to eat before Session 2 started, wondering if the game was broken. Maybe start Session 2 immediately after all the food is gone from Session 1, heal the player depending on how fast they finished the first session?