Apparently the web built was really broken… I made it just a bit less broken now. I’d still recommend just downloading the game.
AverageStardust
Creator of
Recent community posts
The moment I realized that world looped over edge to edge was just wow! The way you get all the creatures to move, showing how to control them without text, is just so smart. I doubt I found everything, but I kinda like that about cryptic games.
I either really struggled to jump 3 units with the blob, or occasionally broke the physics and jumped 3 to 4 units with the blob.
I mostly just want to make more textless games now.
I checked on the movement system today and it felt better. I don't know if the perceived improvement was from a edit to the code or me knowing it was an 8 directional system.
Sadly I still had difficulty with text, example below. I suggest you open the image in fullscreen to see the problem clearly.
I think you made a good solution to the enemies problem and I am happy it was not pushed off tell after-jam.
I am going to have a lot of criticism nitpicks, so let's get some praise out of the way first. I absolutely adore the aesthetics, the music, the graphics, the everything! The movement mechanic is so interesting. There are a few areas that need fixing up as well- the controls were very offputting, and the enemy system seemed like an unneeded weight in its current form. Aswell the whole "pushes" thing felt funky, and I am not quite sure how to fix it.
First of all, it is completely unclear where the player will fly when releasing from a cog. To improve movement I would release directly outwards, or with the direction of rotation (perpendicular to the former). Next, it's no fun searching for one last enemy. It feels like enemies just artificially extend the game. It could feel better if you connect movement and enemies mechanically. For example, to kill enemies you must slam into them with the player character. Next up- pushes! I wish they could be regained as you play, but no idea how this could work. I might also replace the complicated directional pushes with a single key gravitating the character to a nearby cog.
I have gained an appreciation for per-pixel lighting in a pleasing pixel art game and believe me, the pixel art is VERY pleasing. The single graphics thing that bugged me is the anti-aliased text for pop-up messages. It took a minute straight to read, "Kill more enemies." It appears the display location needs to be rounded to the nearest pixel. I hope someone sat through all that, and I hope I didn't ramble. Now it is time for me to stop procrastinating on English homework... keep well and keep creating!
I love the theme of the game... and Obama Prism. It is so cool to be sloshed around by the virus and your own cells. Remember, simple systems are often much better. I don't know how much work you put into the acceleration effect on the player movement/ rotation, but I would scrap it all. It feels like the whole game is a skating rink. I like the graphics, but I wish the appearance change on cells was more drastic. I hope you can patch any problems out before the deadline and keep well!
Thanks for the feedback! I was thinking about explosion effects during that jam too, but as it was we submitted 10 minutes before the deadline. I never thought of the time slow, but I might update the game after voting to add that, sad thing is the physics are locked to the frame rate and so it won't look perfect.
There seems to be a lot of bugs when it comes to enemies dying while being moved by the mouse, it seems to me that the mouse can:
a) clone enemies somewhere, and bring the clones back after death
or
b) keep a reference to enemies, even dead ones causing it to reanimate dead "deleted" enemies
Other that that, the game and it's art is awesome!