Blobbery by Odefus

Single cell organisms need love too.
Links
- Windows: https://www.dropbox.com/s/f285f81jx0xi7hi/LD38_Blob.rar?dl=0
- Web: https://odefus.itch.io/blobbery
| Original URL | https://ldjam.com/events/ludum-dare/38/blobbery |
Ratings
| Overall | 593th | 3⭐ | 23🧑⚖️ |
| Fun | 548th | 2.857⭐ | 23🧑⚖️ |
| Innovation | 707th | 2.286⭐ | 23🧑⚖️ |
| Theme | 738th | 2.286⭐ | 23🧑⚖️ |
| Graphics | 398th | 3.476⭐ | 23🧑⚖️ |
| Humor | 327th | 2.75⭐ | 22🧑⚖️ |
| Mood | 434th | 3.143⭐ | 23🧑⚖️ |
| Given | 37🗳️ | 15🗨️ |
Overall it is a solid platformer, good job! :)
I like the jump mechanic, but it wasn't clear at first that I jump on release. Maybe the squashing animation could be a little faster at the start so that the player can see it responding? Also did you ever try having the player press down instead of up to jump? I think it might make sense since the blob is pushing itself down in order to spring back up, and it would make the idea clearer to the player.
Maybe you could also reserve the full squashy animation for charging up jumps only, and not on landing, so that it's more clear when you're charging a jump and how much charge you have? Landing could still have a little squash to it but much less than now, and it could be overridden by the jump-charge anim.
In one sense it's cool how big the map is, but in practice I ended up getting lost with no idea where I was going and where I had been. Might have been better to make it smaller and to limit the player's paths a bit?
Overall, great game with a nice feel to the controls and effective use of old-style pixelly graphics!
Overall, this is a great start to a platformer, I'd love to see it polished up further!
The level design was okay, I like that you had the spikey guys, I would of loved for more enemies or more mechanics, but 72 hours is such small time frame. You may want to try doing smaller shorter levels that introduce new mechanics along the way. Big levels can overwhelm some players and they will feel lost. The only other thing I would add are death conditions. :)
Good job!
The music was a bit repetitive, but nothing too annoying.
I also liked the challenges presented to the player from the level design (like I said before, it's just the jump mechanic that made it a bit frustrating), although I got a bit lost in the beginning due to the large open-room feel the platforms give from being distant from one another sometimes.
Lastly, I missed death conditions a bit. It took me some tries, but eventually I got that second heart. Thing is, I got hit so many times in the process that not dying just felt weird. If you ever expand the game and place more hearts, maybe you should implement death conditions and checkpoints.
Nice game overall. Good job!
- controls needs to be more reactive (sometimes you can test the input in the previous frame...)
- jump charge need more feedback, maybe if the blob don't reduce on other situation it would be more clear.
anyway, the level design is hard but fun...
As others have said, I would have liked a little more feedback on how high I was going to jump, like a charging bar or a flashing outline around the character. Regardless, I did start to get a sense of how to finesse it by the end anyway, so maybe that was your intent. I did find the rolling off the edge of the blocks to be a little bit frustrating - was a bit more slippery than is standard for a platformer.
I felt like sometimes the hit-boxes of the enemies were a little off and I would get hit by them when it didn't look like I had. Just a little thing that happened only a small number of times.
Overall, it still feels like a well-developed cohesive package. Well done!