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Sticky Mission's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1409 | 3.120 | 3.120 |
Overall | #2378 | 2.860 | 2.860 |
Presentation | #2611 | 2.740 | 2.740 |
Originality | #2992 | 2.720 | 2.720 |
Ranked from 50 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The main mechanic is all about "Joining Together" with other objects
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
There's not much new to say here, I think, but I'll echo what others have said about needing some more challenge and content. Still, I think the gameplay that was there felt pretty good. I also would have liked to see some sound effects, even if background music wasn't on the table. Outside of that, though, I had fun trying to beat my best time. Nice work!
definitely could use some more gameplay. right now it feels more like a tech demo than anything but I guess that's to be expected from a jam. definitely has potentiol
Fun game! This works really well as a sort of 2D Katamari. I only have 2 suggestions for this game:
1) Needs sounds/music
2) I think this would be more fun if you introduced some dangerous elements - perhaps crashing into objects that you can't yet join with would cause some of your objects to break off.
Other than that, great work with this! Would love to see you expand upon this game with more levels.
1) Sound was something I started thinking about early on, but a combination of not really having any good ideas for it and a lack of time meant it wasn't in the final game. I didn't have any real ideas for how sound effects would work for a game like this, and after my submission last year, I wasn't really happy with the idea of having music without sound effects. As I was running out of time and needed sleep, I decided to focus on other parts of the game, such as the title and win screens, instead of finding and adding BG music. I've gotten enough comments on it that I probably won't make the same choice next year, but I don't think I made the wrong choice for this game.
2) Having things pop off was something I considered while conceptualizing the game. Unlike the sticking mechanic, which I figured wouldn't be too difficult to program, deciding what should pop off to not leave gaps and where they should fly to was a problem I didn't feel comfortable trying to tackle alone in a limited time. I decided early on that I wasn't going to spend time trying to do it, and instead try to focus on making the core of having things stick feel good (with things like the camera zooming and re-centering and the controls adjusting to the new size).
Now this is the sorta thing I was expecting to see more of! A 2D Katamari! It was very fun, I wish there was more props to pick up but this was a jam so I understand why. I saw there was a timer at the end so I had to of course play again to get a better time. My best time was 43 seconds, which still seems like a lot! Good job though!!
I love the simple design to only button, you can transfer this design to mobile easily.
I have actually tested the web version of this game on some phones (both iOS and Android), and other than the controls being slower than I intended it worked just fine. I had also considered making an Android download of the game for the jam, but I didn't have the Android SDK installed and didn't want to deal with trying to get that all working on a deadline. Maybe post-jam I'll upload an Android build (though I don't have plans to update the game itself post-jam).
Definitely reminds me of Katamari so I enjoyed it. Would have been even better to find and add sound effects to make the players more engaged!
Reminds me a ton of Katamari in a good way! Was a lot of fun to move around and collect objects, kinda wish it kept going, which is not at all a bad thing for a jam game!
Overall, good work!
What a game haha I had fun, and I was wondering if I would even be able to move the entire starting base at the end. This is a nice and relaxing game.
Pretty satisfying game play with a solid implementation :)
I think it would have been nice to have a bit more animation (all the things you pick up stay very rigid), etc. But 48 hours is a short time :)
I love katamari, so I loved this game!
39 seconds ! Okay that was funny, definitely reminded me of Katamari ^^
Pretty straightforward experience! Unfortunate that besides absorbing everything and gradually getting bigger and bigger there doesn't feel to be much additional feeling of purpose to the game. Having some other task or challenge added to the game would definitely liven it up!
Fun little game. Feels like it needs some more items or for the world to feel more natural. The items are very spaced out. Was it inspired at all by Katamari Damacy?
Really intuitive game with fun visuals. It has potential if some other mechanic or task is added.
This was a fun one!
I got the first one in 82s, and then I went speed run mode and ended in 31s
I like that the challenge isn't about picking stuff up, but the time. Love speedrunning games :D
I think you can add a lot to this game, some stuff that shoot you and when you are larger it's harder to dodge etc..
You also nailed the movement!
Well done!
Great game idea and everything seemed to work just fine! It took me about 80 seconds (which is pretty bad)... I could use some Sound Design and Tutorial too, the objective wasn't clear at first. Other than that, great job :D
Oh, I thought nobody went for that idea, but I was wrong! That's neat, could use some more feeling though!
Quite a cute little game! Really like the mechanics of having things stick together in the way that they collide.
i love the simplistic charm the game has, the only criticism i can really give is the controlls felt a little clunky, but it was a great entry and id love to see more in the level
I love how simple yet fun this is! I actually felt sad that there wasn't more xP