I'm really glad you took the time to set the scene with a story in your description. It helped the immersion a lot. When I started up the game, it didn't really matter that I was just a green, bouncing orb, in my head I was nessie monster, slithering around. The animations you included helped to sell that, and it was a really satisfying feeling to consume the red helmet enemies and plus up in size. The sound effect and added girth made me feel more powerful. I have to say, for simple art, shapes and colors, I let out a, "oh, no" when I discovered ... well. No spoilers for anybody else, but you know what part. Nice touch by adding in the audible cue when you reach that area. But I did notice it would trigger each time I hit a certain point on the floor, so maybe set a if true, then turn off that variable once it triggers once. I also noticed my kill count carried over between runs and I'm not sure what was causing it, but sometimes I just could not get the prompt to grab a box to trigger. I think it's related to the player size. You see here in this screenshot, no matter where I stood around these boxes, I couldn't grab them, but I could grab the enemy. It's almost like the bigger I got, the further away my grab hitbox got from my body:
A few things to improve the experience:
- A checkpoint after the first blue door would be great.
- Sound. Even just a light ambient track, something that evokes sneaking around would be awesome.
- Maybe different armor for the boxes, so you could throw than once and some would be more valuable to have so you could quickly wipe out a room of enemies and feel more powerful.
- A third state for the guard. Maybe if one sees you they yell an alert and every guard in a certain radius acts too. It would make being spotted more scary.
Overall, this was an excellent jam game. You told a story and it was the perfect length that most participants will likely be able to see the end of the game. Great work!