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glob's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #57 | 4.000 | 4.000 |
Aesthetics | #213 | 3.500 | 3.500 |
Overall | #215 | 3.333 | 3.333 |
Theme | #222 | 3.333 | 3.333 |
Feel | #297 | 2.667 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
It's all about balancing mass. If you run out of mass, you die. Everywhere you go, you leave a trail. This takes away from the mass, but going over your trail again takes no mass away. Pressing [grow] twice will make you split. This clone has one half of your mass. If it dies, you get transported back to your previous body. So, on the one hand, you want to have lots of clones so you stay alive longer, but on the other hand, the clones don't have a lot of mass and are therefore vulnerable.
Then there are the boxes. They collect all the mass across the map and put it in one glob. If they are blue, it ends there. If they are red, they also give you the option of a maximum mass upgrade or a refill to your current maximum mass. The red ones turn into blue ones after activation.
Third-party resources
Godot Engine, http://godotengine.org
Piskel, http://piskelapp.com
Contributors
Only me, with some help with the engine from @kidscancode and @YeOldeDM on the godot engine discord.
Source Code
http://github.com/CodeTriangle/glob
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Comments
Very nice idea! I included it in my Game Maker Toolkit’s Game Jam compilation video series, if you’d like to take a look. :)
Thanks for covering it, but it looks like you were exploiting an unintentional glitch with the collision where the player can phase through walls. I've made a post-jam version that should fix this, if you are interested.
I like the idea behind it. The mechanics are a cool idea and can definitely be expanded upon.
Haha, really cute game. There's a nice idea behind but unfortunately the platforming and overall movement feels a bit off. Landing on top of the corner of a block and being unable to move could be a bit annoying. The idea of "slime management" could probably have been explored a bit more through the leveldesign but then again, time was limited and what you made was still cute, enjoyable and a bit challenging to play through ^^
I agree wholeheartedly. I wanted to explore the idea so much more than I was actually able to because I was stressing too much about getting the rest of it working. Sorry about the silly collision, too. I was having issues but no one I contacted knew what was going on. So I just kind of winged it. Thanks for playing.
No issue, it was still entertaining non the less. Just finishing something that's both fun to play and functional is an achievement during a game jam!
Nice game! Controls are a bit slippery but the aesthetics and design is great!
Quick tip in case you didn't know, you can add a bit of atmosphere quickly by grabbing some royalty free music from a website like incompetech and just looping it, make sure to credit it properly though.
I honestly just didn't have time to add music. I was so busy trying to get the engine working that music was basically my last concern. I agree, it feels a bit empty without it, but I didn't even realize that it would have been that much better until it was too late. As for the controls, yeah, I can't argue with you on that. I just used the default physical properties Godot would let me use.
Fair enough, I'd say you've got a lot of the important stuff down, just needs that polish to really elevate it. Anyway, that's just my opinion, I may not be the best guy to be giving advice or anything.
Keep at it m9!