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Hydrargyrum's itch.io pageJudge feedback
Judge feedback is anonymous.
- I love the idea of a dynamic body navigating through the puzzles! Puzzles were quite difficult but interesting enough to keep me in a loop. The game is great, but it needs a bit of optimization: The game controls seem to be different every time I restart the game. The controllers a bit convoluted and the tutorial was a bit difficult to understand, and I can see how it can get frustrating. I got stuck in the tube at the end of the tutorial and no matter what abilities I used, I couldn't leave. I couldn't adjust the screen to fit my monitor or any other dimensions monitor and was not able to see the bottom part of the game. The game design document was a bit rough to read. Although the thought and development process were clear, there could be a bit more structure to make it easier to read and to visualize. Maybe adding some pictures would be a great idea. The game definitely has the potential to be a great puzzle game! I am looking forward to further development.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/e/2PACX-1vSkbAOxH-3YExvpzYzvQg60LZQ9q6Gcyzb_656tB-FTvMA0BsQrTJyC0d9-uPCYxF5jMF1g3VYVTvnP/pub
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
The game is a physics based platformer where you, as the Amalgam, were created as a weapon in the Ascendancy Labs. The same place where you now have to escape while dealing with puzzles, events and enemies within the complex.
Controls
Move Left/Right - A D
Interact - E
Toggle mass attaching - Spacebar
Selected ability Primary - Left Mouse
Selected ability Secondary - Right Mouse
Mass Cast [Select] - 1
Mass State [Select] - 2
Stoic Structure [Toggle] - 3
More Details in the GDD.
Please explain how your game fits the theme:
The player must use their own mass to deal with situations within the lab, either by seperating it from the main mass, or expending it. Environment interactions show the 'weapon' part further.
Is there anything you'd like the judges to pay particular attention to?
Nothing in particular. The game speaks for itself.
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Comments
I absolutely love this! It fits the jam perfectly, and it's really well made, everything is pretty consistent to use, especially for such a complex mechanic based on physics. It's really pretty, and the 3d environment is kind of sterile and eerie, which is a perfect fit. The movement and puzzles remind me a little of Inside. Especially the blobby monster. Unfortunately, I did get stuck at rotating the fan thing, I couldn't get the momentum up I guess? Or maybe there was something else I needed to do and I missed it? I'm sure it was my own fault though. Really terrific game, very ambitious mechanically and very satisfying to roll around doing amorphous blob things.
The physics of the game is really interesting, I like the concept of changing from liquid, to solid, or changing to a Stoic structure.
A short tutorial at the start to teach what each state and what the stoic structure is meant to do would be good.
I spent more time in the game trying to recollect my balls than actually completing the game. Though a lot of times I mess up my controls, like trying to collect my balls when I have mass attaching toggled off.
The programming required to make this is not easy, and I can see you spent a lot of time working on it and the game mechanics. But I feel a better level design and tutorial to teach these mechanics would be great. I really like grouping as a bunch of balls and going full speed and slamming into something to break it. Would love if there were more mechanics like this.
The game has amazing potential, I can see how you can expand this game’s design and content to make full use of the physics you spent so much time on. Some music and sound effects would also do really well. Great job!
This is incredibly interesting. Took a bit to figure out how to actually control properly, the 'magnetism' of the orbs was the most confusing part, recollecting my pile of spheres. But this is super impressive, I really like the aspects of the puzzles and the movement of the mass of orbs!
It took me a while to solve the puzzles - and I was slowly losing balls 🤣but mechanic wise, superb - it's not easy to make something like this. You definitely put in a lot of time and effort into this, so I wanted to make sure not to give up and kept trying to progress. I would like that your second weapon doesn't consume balls if possible, and if the balls would reattach themselves to the main body if they were close would be really good - at the lower levels, I kept having to fetch the balls over and over when I was trying to hit the fan. I think you made a great game with an awesome mechanic - the puzzles were good too, but I think a bit more hints on how to solve them would be great! Well done!!
Every once in a while in game jams you find talented programmers with an innovative idea. This game is it.
the idea of solving puzzle and killing enemys by being an amalgum of magnets is the kind of crazy idea that I would dismiss because of the challenge of programming it. You did an great job with the physics simulation, with the ideas (having solid, semi fluid and fluid was really smart). getting used to the controls and what each mode meant was awesome.
[spoilers] The puzzles are on point, and each uses different mechanics. Many times I see puzzle games using the same mechanics over and over again without anything new, and this cant be said for your game. The robots animations and having no sound is a bit lackluster, but to me the game shines even without that polish.
Conclusion: to me, this is what an interesting game jam game is. it can clearly be expanded, and IMO would be a succesful game if done. Great job!
This is a really good mechanic
This is such a departure from what others have done, I think it fits the theme well and stands out as unique so good job for that! I like that there were lots of ways to use the balls and ramping up speed was fun. I think I saw a comment that the various features could have been given to the player slowly which I kinda agree with. That way the player could spend more time with each and get comfortable with them. Good stuff overall!
Progression is unfortunately something I had to cut for time during the jam, and the tutorial chamber text came in as the replacement. Definitely agree it could have been better. Thanks for playing!
This has one of the most unique games gameplay-wise I've played this jam.
So far I figured out that it's somewhat easier to move around in a solid form you you assume a circular shape, like a pentagon or something, and roll around. The physics movement feels very nice, speeding around the labs as a liquid amalgam of magnetic ball bearings.
I didn't really figure out what to do on the lower floor yet.
Environments feel very thought out, love the design. Can't imagine how much effort went into modeling all that during the allotted time frame.
Definitely one of my favorites!
The fluid system does need a bit of work so that the other states are as useful as the solid mode. I did have it closer to what I wanted earlier on in the jam, but other systems required changes. Ive got some experience in level design already, and the code was my main focus for this jam but it still took me at least a day or two of work overall to model most of the levels.
Thanks for playing and Im glad you enjoyed!
hey, I almost exclusively used the fluid mode because it was so much faster. but also made me lose balls like crazy haha