Thanks! As usual, jam submissions have not much time to polishing, so proportion given each time is just Math.random(). I had a number of ideas to diversify gameplay but implemented just core essence.
pecheny
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I treed to understand what's going on in the game twice. Yesterday just after submission there were opponents and today – there was no one, but i launched second session in other browser window.
All i was able to figure out is that ball falling at right part of the screen can be handled by a/d/arrows and that it explodes contacting ball of opposite color.
Sometimes green dots appears. Sometimes white disc around the ball. Often it seems indicating other balls in range but in some cases it was just white disc without other balls.
Possibly the impression could be better due to detailed description of the mechanics, the goal and controls. The worse the session is too short. Start - something happens - guest XXX wins.
Its even hard to say who is the winner – you or other player. I didn’t understand also is there any interaction between users, or you just can see his/hers gamefield (which increases complication and obscurity of action on the screen). As long as something happens even without actions of any side, single player mode could aid learning the mechanic.
As for a good moments. There definitely are some action gameplay which could be fun if your understand what's going on, the visuals is very solid and i appreciate the challenge of developing a multiplayer game.
Thanks! background (with animation) was in my long list of features at the beginning but then i focused on gameplay more. The platform that doesn't roll through screens was meant as a part of gameplay challenge. I didn't try to vary this part, maybe i should and would found it more fun. It even can vary over floors to make gameplay richer.
Whoa, greatest thanks for such detailed response! I didn't hope someone find the deepness but try to put it in anyway.
The internals of mechanic is pretty simple. Each bubble put value in shared "pressure" level. Depending on pressure level the distraction (shown at the top of screen) changes. So if you keep number of bubbles low, distraction decreases and raises if the pressure is high. Low level of distraction (indicated as calm face expression) shows enlightenment. The time spent in enlightenment increases final score. High level of distraction (when the indicator is shaking) turns on the gameover countdown.
Different effects of bubbles is just different value of pressure for now. Toilet bubble has highest pressure value. I had planning to add funny outcome like the puddle should appear after disbanding the toilet several times. But as usual the time run out earlier.
Thanks again, you motivated me to keep improving the game. I guess i should just disable controls on gameover screen for several seconds, what do you think?
Well there is no much gameplay but feeling of losing a mind is kinda expressed well.
Inactive menu item, first caption passing after two enter-presses (the same for gameplay captions), last intro caption – without pressing keys at all. If you hit enter to fast the game hungs dead during the intro. Mixing keyboard and mouse controls. And sudden ening. Not sure how to value the game as a game but as experience of given topic – very nice.