I was worried that someone would call us out on this D: next time I’ll take a strong magnet to the disk drive and flip each bit myself!
Umbrason
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Yeah we are also a bit sad that we did not have time to implement more ‘unique’ upgrades like the explosive bullets. We were struggling against time a bit since we fell behind our development schedule early on by a day or two and I think this game would heavily benefit from more (silly) variation in the upgrade department. Glad you liked the visuals tho :)
Hi, first of all thanks for trying out our game! I’d love to shed some light onto the unified control decision. First of all we did not have enough time for playtesting in our development as we fell behind our original schedule by a day or two. I think if we had done playtesting earlier into the jam we would’ve caught this sooner and done the twinstick movement in the original upload as well. Now as to why we even chose the unified controls in the first place: We think that unifying the movement direction and the shooting direction has a couple of upsides:
- it plays into the theme as it increases the likelihood of one of your bullets ricocheting towards you. In just the “Twinstick” version, not the “Rebalanced” version where the map is significantly shrunk down, this is less likely to happen, as the obstacles are quite far apart and you can always just aim away from your target and the bullets will despawn before they ever come near you again.
- It simplifies the control scheme so it works on mobile devices without any additional dev time, which is sometimes nice to have to show people quickly.
That said I think the downsides far outweigh the positives. Due to the unified control scheme the skill floor for just picking up the game is increased a lot, since you not only have to move away from enemies and shoot at them, but you have to time those two actions based on the firerate to not get caught while also dealing damage. While this can be fun in a more rythm-focused game, we just did not put any work into fleshing this out so to the player this is not a fun mechanic to learn and engage with but just an annoyance to overcome to get to interact with the actual game. Ultimately I think that our genre choice of a survivorlike where the enjoyment comes from getting stronger over time clashes with our interpretation of the theme, being that the game gets a lot harder as time goes on.
so yeah tl;dr: We sadly didn’t have time for playtesting early enough or we probably would have arrived at something similar to the “Rebalanced” version before the deadline and I think we tried to force the theme a bit too much, sacrificing fun and good design to strengthen our interpretation of the theme.
Hope this shed some light onto our thought process :)
Hi! Thanks for checking out our game. We’ve gotten that feedback you’ve given for the unified movement/shooting direction quite a bit so we’ve decided to add a version that addresses that, as well as a re-balance of the early game and some of the upgrades. You can check it out in the Linux/Windows downloads section if you’d like!
Thanks for the feedback, you’ve raised some really good points. I sadly didn’t have time to test the web-version as much as I’d have liked to, so I didn’t even notice that the escape menu would kick you out of full-screen mode! As for the slime-permeable platforms I was kind of aware that they might be a bit harder to spot but I wanted to keep the color palette small, and told myself I could get away with it. In hindsight I think that my judgement of their visibility was kinda biased because since I placed them, I already knew where they are and so they stood out to me more. So next time when I have to decide between a more concise color palette and visual clarity I’ll go with the latter.
Neat entry, built around a simple and intuitive concept. Not a big fan of the arrow key controls and I didn’t even notice that you can use WASD and Space instead, until writing this. I had some difficulty determining the exact size of some fishes at times, so it was hard to plan ahead how many smaller fish I had to eat before I could consume a specific larger fish. I think this issue came from the fact that you reused some sprites for different sized fish. If you had more time/want to continue this I’d suggest
- a different sprite for each fish size
- some type of Diegetic UI that lets the player tell the exact size
Overall a solid entry tho, keep it up!
Played really smooth. There is a minor bug that trivializes some puzzles, where you can ‘double jump’ by spamming jump really fast but apart from that I couldn’t find anything game-breaking. The graphics were neat and the eye-count showing you how often you can split is a nice diegetic UI design. I personally would’ve preferred if the jump action was bound to spacebar and split used another key but I could get used to it after a couple of accidents.
And lastly I have a tiny critique that is completely negligible, considering its a game jam entry and not a steam release but I think its still worth pointing out: It felt a bit cumbersome to switch to a specific slime when you could divide into 4 and that problem would grow worse if you were to push this game further and allow for more splitting to happen.
I hope this didn’t come across too negative, I think this was a great entry, my mind just tends to focus on the critique side of things more than the praise, ESPECIALLY when I see potential in a game.
Thanks for the nice words! The slimes use harmonic springs and raycasts from the center of the slime to determine the shape. I basically have simulated springs that drive the desired radius of the slime and then I raycast from the center to that point to prevent any overlap with the environment. The source code is available on my github if you wanna have a look https://github.com/Umbrason/GodotJam-SizeMatters/blob/main/Shared/Slime/Rendering/SlimeRenderer2D.gd
It lacked some variation in the level/puzzle design but the core mechanic is interesting to explore. It just needs some more supporting mechanics like things your dream version is too weak to do or a barrier it cannot pass to prevent you from solving the level in your dream and then just walking through it afterwards.
I’m sorry but I don’t plan on developing this game or rather prototype any further (I’ve also updated the description to reflect that). You’re not missing out on much anyway. The stuff you see is pretty much everything this “game” contains so far. It was just a quick concept for a Game Jam about converting an existing mechanic into a different dimension (hence the bridge construction in 3D).
I agree with all the comments pointing out that an in-game tutorial would’ve been better, but I will try my best to explain it here. The core mechanic is the time manipulation (UI Slider on the top screen edge). Just drag that slider around to move through time. Then, at any point in (valid/not red) time, you can add a force to any physics-based object by just dragging. When you are done creating a force hit the play button (bottom left) to re-simulate the new timeline. If everyone survived you can move on to the next scene.
Yeah, I totally agree that sounds would improve the game feel tenfold. Sadly I didn’t know how to approach SFX in a game where you can move through time pretty much until the last day. I have had this idea to record them in a similar way to the dynamic objects motion and velocity and to play them back when the time slider gets moved but sadly it was too much to add as I’d have to create my own sound file data.
Instructions, on the other hand, I didn’t even think about apart from the description on the Itch page so thanks for pointing that out to me. I think when I playtest a game I forget that I’ve been through the entire process of its creation and therefore already know what to expect and how each mechanic works down to the source code.
I like the idea and I dont know if its intended or not but the fact that the werewolf doesn't know that he can jump fits with its simple mind and bloodlust that overshadows any rational thought like jumping to reach enemies. On that note he also doesn't seem to understand that pit = bad. Cute little puppy has a lot to learn ;) Only real downside is that its looking kinda washed out and not crisp and sharp as pixelart should and the occasional gap between tiles but overall a solid concept. Could be interesting with more transformations with different goals and immunities each like a mervolk that can swim, vampire that can fly but not in sunlight etc.
First of all your game has a very great gamefeel (the meat feels "meaty ", the graphics are very clean and the clones are easily distinguishable).
Your game has a nice learning curve its not too difficult to get into and gradually builds up like it should. Ofcause the 'difficulty ceiling' is very low because its a jam game made in 48hrs and theirfor doesn't have as much content as other puzzle games, but that doesnt hurt the experience.
The soundtrack is a little boring but blended in with the overall feel and theme when I didn't actively pay attention.
I have noticed some minor bugs like being able to role the meat back up a block when it didn't fall long enough or a door pushing the meat upwards when closed while moving onto it but nothing gamebreaking. You could consider waiting untill the meat has fallen / the door is closed before you let the player make an input again or make the fall/closing faster so the player doesn't have the time to move again.
All in all a solid entry!
very nice game! The sound isnt even as bad as you said it is and I even kinda like it! I really love the concept had something similar in mind but didnt have time to do it, great to see that someone else did it! if youd invest some more time into it and add some Anno like features, e.g AI that competes with you, more diverse ressources etc... you could release it as a small idie title