The idea is definitely spot on with the theme and resizing the Gob and the object was super fun! I had some issues in moving the blocks, but overall the experience was nice, good job!
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Purgob's Size Heist's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1358 | 3.404 | 3.404 |
Creativity | #1369 | 3.635 | 3.635 |
Overall | #1923 | 3.346 | 3.346 |
Style | #3165 | 3.000 | 3.000 |
Ranked from 52 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?
Purgob "Steals Bigness" from objects in the environment, resulting in a different relative scale.
Development Time
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Comments
Really interesting idea of stealing sizes from objects as it caps how far the Purgob can shrink and grow. That's pretty cool! As other comments have mentioned there are a few weird things with collision checks as scaling happens but it may be some Godot funkiness. Overall great job with the entry :)
The overall concept was good. I liked the little gobbo. However I notices that making things grow and shrink made objects actually change positions, which meant that I soft locked myself in the pillar level, as I knocked over the pillar I was supposed to use as a bridge and there wasn't a way to restart the level without reloading the page.
Solid concept, if I could get past the third level I imagine it would be pretty solid! Unfortunately the physics engine does not like me very much it would seem, and it's pretty tough to wrangle the boxes so I can stack them high enough to reach the exit.
Nice aesthetic though!
Cool idea, the scaling (hehe) of level difficulty increases quickly, the tutorial however is very good executed! good job! Overall is was quite fun!
I think a puzzle platformer with scaling is a pretty cool idea, and this was very well executed. My biggest challenge was the scaling controls, they felt kinda finicky and some of the buttons felt unintuitive. You gave a lot of control to the player with how they could scale, but it didn't always feel like the puzzles reflected that control so to me it just felt overwhelming. That is pretty much to be expected with a game jam though, and I think the overall execution and puzzles were well done. I also like how you taught the players the controls, I grasped the basics very quickly. Nice work!
Yea, the controls were pretty ad hoc. If I redo it, I think I'd wind up binding grow/shrink to the Mouse Scroll wheel and the Axis bindings to Q/E. Preferably with some method of directional input to fix the finicky jumping.
I also like how you taught the players the controls, I grasped the basics very quickly. Nice work!
Very glad to hear that! Doing passive tutorials is always a risk, so I'm glad that paid off!
Thanks for playing and thanks for the feedback!
Fun game and creative concept. : D
I don't know how exactly Godot physics are implemented and are applied here so ignore if not applicable:
It looks like the scaling is allowed to happen independently of collision checking (i.e. scaling happens first and only afterwards collides with other objects/wall). The unintentional movement of the objects seem come from collisions with the player/wall, that push the objects in a certain direction. If that is the case, I think it would be good to resolve the collisions directly while scaling and explicitly solve for the correct new position (note: this also requires recursively solving the collisions of objects moved by the scaling, such as the player). And if no non-colliding solution for this position exists, to disable the scaling.
I don't know how exactly Godot physics are implemented and are applied here so ignore if not applicable
Funnily enough, Godot's 2D physics got a pretty major update literal days before the Jam. (Not that I was skilled enough for it to matter)
That said, I'll look into it! Thanks for playing and the feedback!
This was definitely my favourite take so far on the "scale things up or down for a platformer" idea! The ebb and flow and giving and taking struck a really nice balance that I think has so much potential. Just a bit of feedback, not necessarily critique:
- I think being able to better fine-tune how much you give and take would've made the overall gameplay loop more satisfying. Playing through a lot of the levels, exact precision wasn't necessary for sure, but I think in this style of game, it would be really nice.
- Yeah there's some jank but hey it's a gamejam. It didn't take away from the experience at all for me.
Really neat concept for a puzzle platformer! I liked how I was able to scale in various dimensions as well. I think there was a bit of bugginess around the box collision, (sometimes they would slide out of position), but the reset button really helped with this, and it didn't stop me from really enjoying your game :) I would've loved a "skip level" feature, so if I was stuck I could try another. I find that tends to be a nice QOL feature in puzzle game jam games, so players can hop around between different puzzles and don't get stuck. Purgob is adorable btw. Great job!
The level I got stuck on was after learning about scaling vertical/horizontal only, there's a level where you go under a roof and past two large boxes, then have to go up a very tall and narrow chimney-type space, with three boxes. I managed to turn them into steps once in order to get up, only to fall into an inescapable pit on the other side (I didn't extend the pipe far enough to make it to the door. Since I was stuck here, I reset and tried to get up the chimney a few more times, but couldn't make it work a second time. Part of it was the narrowness of the space (Purgob would get stuck) and part of it was the difficulty of precisely selecting which block to scale and how to scale it. The controls of QE/JK worked fine, but weren't the most intuitive for my brain to translate to take/give scale, and up/down. I'm not sure what would be better for this tbh. Maybe I needed to play a bit more for my brain to map the controls to what I wanted in my head, lol. On this particular level, at the very least that pit at the end should have some way to get out of it, especially because (if memory serves) you can't see the other side immediately after climbing out of the chimney, so there's no way for the player to tell if they'd get stuck.
Side-note on game design broadly: I agree against skipping in puzzle games overall. That being said though, I love puzzle games which give you a choice of levels to do and force you to do some, but not all in order to unlock the next sets of levels (with some exceptions). Great examples of this (and great puzzle games) include Baba is You, Bonfire Peaks, Pipe Push Paradise, and A Monster's Expedition (I recommend all these games, especially Baba is You). I find this feature empowers puzzle designers to create much harder puzzles without alienating a more casual audience. I for one love super hard puzzles, but I like to be able to bounce around between different ones while I process the challenging ones.
The controls of QE/JK worked fine, but weren't the most intuitive for my brain to translate to take/give scale, and up/down.
Yea, that was the only (non-scraped) level that really required any technical skill, and it suffered non-trivially from underbacked physics, so points off to me for that as well. As a day or two have passed, its easily the worst of the main levels. It's been suggested elsewhere to map scaling up/down to the scroll wheel and just attach the axis lock to Q/E, and I do like the idea.
Great examples of this (and great puzzle games) include Baba is You, Bonfire Peaks, Pipe Push Paradise, and A Monster's Expedition (I recommend all these games, especially Baba is You). I find this feature empowers puzzle designers to create much harder puzzles without alienating a more casual audience. I for one love super hard puzzles, but I like to be able to bounce around between different ones while I process the challenging ones.
I love Baba is You! and I agree, another game that does this really well is The Witness, which was a major inspiration for the passive tutorials. The others are on my to-play list now!
Thank you so very much for taking the time to give this feedback!
Cool idea, makes for some neat puzzles, though the implementation is a tiny bit questionable. Personally, I would've made it so you can adjust the sizes of things with the scroll wheel so you can finely adjust things rather than tapping a key and praying. Also, the position of objects tends to change somewhat randomly when scaling, and to fix this, you could just make the objects a sprite2D with an Area2D that detects the player, then if the player sets a variable in an autoload, the object will grow or shrink with the player. Still a fun time despite the jank!
Honestly, my brain registered the (x,y) axis lines on the video graphic before it even registered the theme, so changing the relative scale of objects spawned from that. "Stealing" the size was initially just a cheap visual indicator to save time on developing UI, and the realization it could be a platforming mechanic occurred later. Thanks for playing!
Cool concept and really nice level design! Loved the idea of "stealing bigness" from the objects around you!
Really fun concept. Would like to scale the object in like a circle area around me and not in front of me since it can sometimes get annoying but either than that it's pretty good with some creative levels. good job!
Thanks! Yea, if I were to expand on the concept, that would be on the top of the list, but allowing the player to do so broke some physics (even more than they were already broken) in a way I just didn't have the time to sort out. It's the old maxim that "behind every small problem is a bigger problem waiting to come out." Thanks for playing!
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