Play game
Osmos Knockoff's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #42 | 2.451 | 2.900 |
Gameplay | #43 | 2.789 | 3.300 |
Overall | #52 | 2.451 | 2.900 |
Mood | #54 | 2.620 | 3.100 |
Graphics | #69 | 1.944 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Really fun game! The framerate does drop when you get big which dampens the enjoy-ability a bit, But overall I still really enjoyed it!
nice gameplay, it's a pitty for the crash when losing.
Great atmosphere. Relaxing to play.
Very relaxing game (once you get large enough)
Getting a error on loss. Looks like you’re taking the log of a negative number in the hud. I’d wrapped the mass in math.max(0, mass).
Also it looks like after the second level it searches for a level that does not exist
Edit: I also liked how the pitch of the energy absorbance was based on how fast your target was shrinking. Got some pretty bassy sounds
wow, really love the concept of this game.
it's a shame the performance issues and the crash when beating the game...
But anyway, it was a good job
there's no reason to call your game shitty right from the outset, it was fun. i enjoyed the bleepy scifi sound effects.
framerate really plummets as you get big, and i'm curious why... game crashes if u die or beat the game but i'm sure you're aware of that
Thank you, I'm glad you enjoyed it :)
The game crashing when you beat the third level is known, since there's no fourth level. The game shouldn't crash when you die though, it should restart the level. Unless I broke something just before submitting.
The framerate plumetting on the third level is due to the collision system and the sheer number of objects. I spent the last couple of hours trying to optimize it, but ultimately gave up and submitted as-is. I'm certain it could be improved. I tried ignoring collisions for objects off-screen (since it wouldn't impact the player experience much), but once you get large enough, all the objects are on-screen anyway. I also disabled collisions between any two non-player objects if one of them is less than 1/100th of the player's size.
The ECS architecture I'm using should make it pretty easy to multi-thread the collision system, but I just didn't get around to it.