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Globbins's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #26 | 4.339 | 4.339 |
Overall | #151 | 4.132 | 4.132 |
Style | #331 | 4.274 | 4.274 |
Creativity | #994 | 3.782 | 3.782 |
Ranked from 124 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?
Players must change the character size in order to defeat enemies
Development Time
96 hours
(Optional) Please credit all assets you've used
See in-game credits
Music https://freemusicarchive.org/music/Mystery_Mammal/Risk_Society/All_Your_Organs_Get_A_Laugh/
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Comments
Had fun playing this with the different elements in it! I won easy went straight to hard and got yeeted
I would love to squeeze so much polish in such a short timeframe!
Nothing to say that hasn't already been said really, I just had a lot of fun!
The game is very well balanced, it feels challenging but not overwhelming. The upgrades making the abilities more powerful were my favorite, especially when my dynamite was bouncing 3-4 times. Switching between sizes is a nice way to incorporate the theme. All of the inputs were really responsive and had a lot of juice to them. Amazing game, great job! :D
Lovely Game bro!!
Top down shooters is one of my favorite genres our there and you've absolutely nailed this game. I find the difficulty well balanced while engaging. I also dig the effort placed into making the game feel juicy. Game feel is one of those things I value in games and I am glad to say this one had done it well. I also like how the abilities for each size does have use at all times even if the enemy of that size does not show up. I especially like that the piercing rounds from the medium size and the shockwave from the large size works on all sizes allowing them to have more uses than just killing the specific enemy.
If there is a few things that I would change, it would be to make dynamite more intuitive to use as it is now hard to make it explode the exact location I needed. I would also give the 3 sizes a different colours to make them stand out.
Hey, thanks for giving me feedback on my game :) I played your game, it is really creative and fun but of course just like in (probably) all games there would be some bugs:
I found a bug when you play the player can just get out of the canvas, so perhaps move the barrier a little closer to the arena?
but very nice game :) great job
Absolutely loved the game! My favorite part was the upgrade system, and how you can upgrade each class. Amazing!
Great game, I really enjoyed it!
Impressive amount of polish
I'm amazed by how polished this game is!
Not only the concept is really fun and original, and the art style is just so clean, but there are also upgrades and an interesting boss fight at the end. If there was a score system I would spend hours playing this, it is really fun.
Nice work!
love it
As usual with your games, it’s a great and polished idea! The mechanic is simple but effective, it’s addictive and well balance. I enjoyed it a lot and finished on normal difficulty! Congrats for your entry
nice game love it
Nice, well polished work!
Definitely a unique take on the theme, I don't image ill be seeing anything else like this within the other games, and I think this is a harder jam to think of some out of the box ideas.
Having each size play roles in and outside of the players size is interesting, where the skills can be useful to use even if you aren't in their specific size, like the various dashes when needed. I do like how the sizes also have semi different style gameplay, but I do wish there was a bit more disparity between small and medium, since they are essentially the same. The only main difference I found with medium is that you don't really have to be in it for that long, you can just switch by it and throw a dynamite. The one size that felt like it needed to be in a lot was the large one, so maybe the design was that it would be more difficult to get closer to enemies when you weren't using the small and medium sizes as much.
The boss was a great change of pace, and added more complexity. I would like to see some more enemy times or variety requiring players to adjust and think about their size more. Maybe an enemy that gets smaller as you hit it, requiring to be killed in all 3 sizes. Or just general more attacks other than proximity, like having some shooting projectiles. You could have the large size be able to deflect them too!
All of the visuals were super clean, works well with the simple style, good use of squash and stretch to get a lot of animation out of having no actual animations.
My only nitpick would be that the music doesn't loop, but finding good looping music is difficult.
Good job!
Slick style, visceral feedback, crunchy sound design and slick gameplay...
5 stars across the board, dawg. Good stuff!
Cool art style! Nice idea for the jam! My only recommendation is to change the weapon switch to Q and E, so it's a bit closer to the movement controls (And loved the tutorial!)
Impressive level polish and super satisfying to control.
Love having the upgrades tied to the 3 sizes and the boss fight was a lot of fun.
So amazing. So clean. So good. So fresh
Absolutly great, great art, game feel, music. Really good and very polished. And kinda crazy how much content you made in a short jam like this, with all the different abilities and upgrades. It was a pretty easy game which is fine for a gamejam like this. I didn't take any damage until the second last round (the one before the boss).
I really liked it. Fun game with tons of polish, although I would like to see more enemy variety!