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Blobby's Wholesome Adventure!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story/Writing | #1 | 5.000 | 5.000 |
Overall | #2 | 4.400 | 4.400 |
Creativity | #3 | 4.833 | 4.833 |
Horror | #5 | 4.333 | 4.333 |
Gameplay | #7 | 4.000 | 4.000 |
Judge's Score | #12 | n/a | n/a |
Sound Design | #15 | 3.833 | 3.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which Theme(s)/Horror Genre(s) did you use for your game?
Eldritch/Supernatural
What challenge(s) did you decide to add, if any?
Hawk's quotes (some), Hawk makes a cameo, "Lucky" Number 7
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Comments
Wow! This was a very fun yet dark "wholesome" adventure! xD <3 I loved it a lot! The artworks were great like they were from a story book! It seems you have captured a visual aesthetic for this game very well! And I love RPG maker XP! I enjoyed the story a lot! Hugging friends and taking "friendship juice" xD It was funny and kinda creepy at the same time! And how the "friends" turned into more "friendlier" forms! I love the added function of finding hidden items and extinguishing ghosts via field skills. However I did find a few bugs, there was one journal that after reading it, Blobby's bust didn't erase and was still on the screen. xD Overall though, this is a very cool and creepy experience and I loved every minute of it! <3 Amazing job!
Oh no!! I think you found the same one Hawk found and I've already fixed it up. I'm glad you liked my game! I was definitely going for a story-book kind of look for the game, especially once I figured out who my protagonist was. I'm glad you liked the hidden item and ghost-busting mechanics; those are going to be put more into play in the post-jam update! Thank you for playing and I'm happy you had so much fun with it.
I love the fact that the main character is actually...a slime! That alone made me really interested in playing this one and I wasn't disappointed. I loved the writing and the presentation; some images were really unsettling and I really liked the fact that ***SPOILERS*** the villagers got turned into slime abominations ***SPOILERS***and the ending was bittersweet. Those aspects already made this a very unique game that stands out from the typical RPGs with heoric human characters. My only critique is that some tilesets were a bit hard to see, mostly due to how contrast was implemented; however,perhaps others players didn't/won't have this problem and it's related to my vision. Nevertheless, I really enjoyed the game and Blobby was an incredible character! The world needs more slime protagonists in RPGs!
Thanks for playing my game, and I'm glad you enjoyed it! I actually tend to make protagonists that are either monsters, or aren't heroic in any way except for the fact that the story revolves around them. I've played a few games that have questioned the role of "hero" and whether they're inherently good or not, and so I like to play with the idea of "well, what makes a protagonist good or not?" As for the maps, you are NOT the only one to have that thought and it's definitely something I need to tweak. I didn't want to play too much with the contrast, because I know different monitors will reflect light and shadow differently. Clearly, though, I was too cautious. It's on my list of things to improve on, and thankfully I figured out a way to do it that won't mess up the entire tileset. My only regret was that I figured out what to do AFTER I submitted my game (ironically, I figured it out by messing with saturation on an entirely different project!). Thank you for the feedback, and it was my pleasure to make this game. I had a ton of fun with it, and there's going to be a post-jam update that's going to include everything I had cut out.
3 things I liked about this entry:
3 things I did not like:
I should also note that I ran into a bug: Blobby was running during most of the game until I ran into an event that brought his sanity to 0. He was on walk speed from then-on, even after resting. That's some intense PTSD!
Overall, I enjoyed this game despite its shortcomings. This is a shining example of how a walking simulator should be.
Thanks for playing and reviewing my game, KV. If you mean the outdoor maps are hard to navigate, I'll definitely look into making the exits easier to see; I couldn't use some of the autotiles that might have made the borders clearer because no matter what I did, some of the autotiles I edited would come in completely black and looked atrocious. As for the indoor ones, I can say that the autotile settings for the walls makes it so you CAN pass under one square where the walls are, and I wanted to keep that in, but I can switch that setting off and try to make exits clearer on the inside too.
As for the bug... I'm not even sure how that happened, but I DO know it's NOT supposed to happen. Can you tell me what event triggered it? I thought I'd made it so anything that reduces Blobby's SAN to 0 resulted in a game over, and no one else encountered it yet, so I'm really not sure how you got it. And unfortunately, I wanted to do a lot more with the sanity system but I ended up cutting a lot of it out due to time/injury. It's all going in the post-jam update, but by the time I started cutting it, I didn't want to tear out the entire system and possibly break anything apart. It's pretty unanimous that I needed some of what I cut out.
Again, thank you for the feedback. I'm already writing down what needs to be done once the jam ends.
To clarify: it was indeed the outdoor maps; the indoor maps are always the same place you entered from (though the southern walls can get in the way).
As for the bug, I triggered it by interacting with a rake in one of the houses that triggered Blobby's bad memory. I was already at a low sanity level (maybe less than 50?) so maybe there's some phantom-negative number nonsense going on.
Just making sure. All right. I'll see what I can do so I can get the "tree" autotiles to import correctly so I can use those in place of the trees currently acting as the map border and see how it looks. XP has some weird rules about importing; some things import well and others, for some reason, will NOT import without some kind of strange border around it even though they're saved the same way as everything else. I'll keep playing around and see if I can get them to import the correct way. Or I'll just take out a tree and put something around the exit if I can't.
EDIT: I looked into the bug you found. KV, thank you. I gave the player the wrong movement speed if they happened to survive the SAN hit. The movement speed should have been 5, but it was set to 4 at the end. I've gone ahead and fixed it up. It could be that you did actually have enough to survive the hit, which would explain why you didn't get a game over. That bug was totally on me. I didn't even notice that the speed was set to the wrong number.
A really REALLY good game and I loved the way it ended. Really good work. I mentioned my notes on it during the stream, but honestly I really do hope you follow through with the plan to come back and add more content to this game, or at least give us a sequel.
I have to say I usually avoid RPG Maker games but the hand-drawn art drew me to this one and I'm glad it did, this was fantastic! It's rare to see genuinely funny writing in a game but there are laughs throughout this one, and I loved the subversion of classic RPG tropes (it even kind of doubled back on itself with that ending and subverted expectations again!)
I thought the sanity system was slightly unnecessary (in fact I wanted to see the drawings of all the zombie villagers and taking sanity hits got in the way), but I understand why you included it from a game perspective. I also hit a bug a couple of times where an enemy would wander into the player character while they were inspecting something and then you'd take sanity hits over and over again until death. Thankfully I'd saved so it wasn't a massive issue.
Overall though, hats off. I can see the amount of work that went into this one, with the drawings and the amount of dialogue and the various collection quests etc. One of the best I've played.
Thank you! Yes, I ran into that problem myself a few times and I had hoped slowing down the movement routes would alleviate it. Chances are, I forgot to set the movement to random instead of approaching the character. I did try to use nearly every zombie picture at least once so that, just in case you didn't let any of them get to you, you'd still see most of them. I thought about the sanity system and knew it was overused, but I actually wanted more things to do using it that I eventually had to cut out. I'm glad you like the game jam version. Amazingly, I was able to piece it together while dealing with an injury, so I really wasn't sure if it'd be up to snuff.