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A jam submission

Wiggle Room (PirateSoftware GameJam)View game page

Puzzle game of a slime escaping a labratory
Submitted by TavernStories (@storiestavern) — 2 days, 7 hours before the deadline
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Wiggle Room (PirateSoftware GameJam)'s itch.io page

Results

CriteriaRankScore*Raw Score
Cleverness#934.0004.000
Theme#4263.0003.000
Playability#4873.0003.000
Artistic Style#9572.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This game is really unique although I had hoped to see the theme implemented a bit more prevalently. This holds a lot of potential, keep kicking ass!

Did you include your Game Design Document in your downloadable files?
Yes

Tell us about your game!
The mechanics of this game consists of three things.
1. Leaving a line of goo behind you after eating a sandwich.
2. Dividing into two slimes after hitting a saw.
3. Spitting slime across bottomless pits to get to places you otherwise cannot reach by eating used chewing gum.

All to solve the puzzles in this little game.

The controls consists of:
WASD for movement.
E to interact with letters/sandwiches/trashcan/yourself to combine when you are two mini slimes.
F to fire spit into your last moved direction.
U to reset the level.
TAB to switch camera, especially handle in mini slime form to switch between slimes.
Controls page can be opened in main menu, or right top within the game. Here you can also see the controls if you want to use a controller instead.

The story is written out in the 5 letters throughout the game. In short it is about a researcher that turned himself into a slime, is it still him or is the slime its own thing? And what is the impact on the laboratory?

In total there are 2 puzzle levels, and the 3rd level consists of a tiny bit of narrative with a letter to finish the demo.

In the future I really want to make it accessible for colorblindness. Seeing if I can do things with shapes or shaders to make the 'color' changes clear.

Did you remember to include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Extra Notes
If by any chance you two little slimes really are close together so both hit the collision box of the letter. It might happen the letter would not open. Simply walking a little bit to the side and back should solve this. The collision box is quite tiny so it didn't happen organically anymore but we had this happen before the change.

Your mini slimes move at the same time (not in the same direction), they also fire there spit at the same time if both have the spit activated.

If you are stuck in little slimes, get the two little slimes close together and press E (interact button).

Did not notice in time scaling is off by default, meaning the text will probably be better readable on windowed mode.

Last thing that is Godot specific. When trying to test it on my partner's pc, it seems the godot template folder needed to be trusted by her norton antivirus. It is the only folder in the zip file. I do not know how to solve that seeing it feels it is a Godot thing.

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Comments

Submitted

Hey, I played your game! Great job, btw. Pretty nice sense of humour and style. The pixel art is appealing as well as it is simple. The general puzzle gameplay is intuitive after you understand what it is asking you to do and what each item means, and a bit cryptic beforehand.


Here's some constructive criticism. When I click on the in game letter it is very small on my 4k monitor, so i have to squint to read it. When the first puzzle popped up I wasn't sure what to do, even though it felt obvious after I did solve it. I think I didn't know what you meant by sh*tting on other projects. I also felt the collidable backgrounds were a bit too similar to walkable tiles. The music is a bop but after a while it gets a bit tiring/repetitive. When a player shoots their spit against a wall, there is no other action but to then proceed to the wall ahead of it, so it might as well do that without a button input imo. I think some bugs can maybe occur when the mini slimes spit are out of sync, like if one is spitting and the other isn't.

Overall this was a good game, and you should be proud of it! 

Developer(+1)

Thankyou so much for playing it!

Totally true, I realized too late that by default scaling is off in godot. So i always play-tested it on the window it normally opens. I did found the setting so the next update actually has scaling so people can read the letter. I heard before that the wall looked too similar so that is also getting changed. I am no musician so when i found something that sounded decent i kept it. I can totally understand it becomes too repetitive as it is like 10 seconds total. The spit is something that is indeed very prone to bugs. I tried to minimalize the chance of it by disabling movement and changing cameras so there is only a small chance it gets out of sync.

Submitted

oh right! With the current design, I was also thinking, sometimes one might wish to switch camera between blobs. Could be avoided if you zoomed out a bit. 

Developer

Not sure if it could be avoided in later puzzles I am thinking off, but I do see that i might be able to zoom out a little bit. Currently i have 4x zoomed in, might go to 2x and see how it goes. The plan was to let a player see 1 room at a time so they do not get too many inputs of puzzles before they reach that specific room.

Submitted

it's a minor issue in that room anyway, so I wouldn't focus on it. I really only had a half a block, maybe one block occluded.

Submitted

Nice job! The only issue I was running into was trying to fire the spit on Controller. It wouldn't let me fire up or down. Using keyboard solved my issue. Very clever game. Love the splitting mechanic.

Developer

Thankyou so much for playing! I appreciate the feedback, most play-testers tested it with keyboard, and the one that didn’t did not have a problem but I will surely look into that to prevent it in the next update.

Submitted

Great example of how a simple game (not in a bad way) can keep you hooked. Loved the exploration, the mechanics, the little notes and the puzzles themselves of course. :) There are 2 small things I'd recommend:

1. The floor tiles blend a little bit too well with the walls and other non-walkable areas so it was hard to tell sometimes where I can or cannot go. A different color or maybe a darker shade would make it more "readable" I think.

2. When you finish a level, I'd add a little popup for a few seconds that says "Level 2" or "Floor 2" to provide feedback to the player that they are progressing and this is now another level.

But these are just small tweaks to an otherwise fun little puzzle game. Good job!

Developer

Thankyou so much for playing it. I can totally understand it. The greyscale is feedback I get more often from other feedbackers now. So I am definitely going to make the walls a bit darker so it makes more sense for sure.

Ye I can totally see a little popup of the level to work wonders for clarity. Thankyou so much again :D

Submitted

It's a neat idea, and I like the simple sprites and slightly eerie music. I'm afraid I failed to get the slimes onto the platforms though! I might need a hint, or a slightly smoother ramp up in difficulty XD

Oh NVM I finally figured it out! OK. So for people who are better at puzzle games than I am, I think this is a really nice effort. I did notice there were some issues when the window was a size it didn't expect (menu buttons not working, I think because it thought they were in a different position than where they actually were) but overall this is a slick entry with a lot of potential. Nice going!

Developer

Thankyou so much for playing the game! The letters are the narrative and also the hint system. Was it by any chance the first puzzle with the little slimes? I start to notice a trend that some change cameras very quickly, and some don’t lay the connection so i might need to adjust that.

Yes you are correct. I managed to get everything working in the automatic sized window, however I only realized too late that the full screen mode didn’t automatically adjust the sizes of everything. So big learning point for me. Do you have a specific button or all menu buttons? As far as all my screens went they worked even if some menu went to different places than hoped. So i do wonder which size screen you use? that suddenly make some buttons not work.