Blob Dungeon by Mikeliosus



Genre:
Our project is a mix of Bubble shooter and Metroidvania.
To be honest we were a bit addicted with Metroidvania, so it is much more a Metroidvania than Bubble shooter. xD
Description:
Everyone has some sort of goals when they participate in a game jam. Ours was to create an impressive amount of content for a jam game (duh, 2 game designers).
We are satisfied with our results, and hope you will share our feelings too :3
At least you can check the amount of level design we did:
To be honest there is much more hidden rooms and secrets, than normal level design xD
So, for Metroidvania we made it clear xD
As for Bubble shooter we used a few concepts: - Shoot clusters with appropriate color to remove them. - Shoot monsters with appropriate color to damage them. Other colors will not deal damage!
Also we should mention that some monsters have invulnerable zones.
Shoot with blue bubbles at walls to create additional platforms.

Don't be afraid to end the game if you want to collect all the stars, you will be still able to continue :3
:exclamation: 1920x1080 resolution is highly recommended (almost required)
Or any other 16:9 ratios 1280x720, 1366x768, 1600x900.
Controls:
A,D - Movement
W or Space - Jump
Aim with mouse
Left Mouse Button - Shoot
Mouse wheel or Q/E - Switch to next bubble color (if you have those colors)
J - (For PostLD build) Re-play the effect after all stars collected :3
PostLD Changelog:
- Added enemy hitting animation
- Finally finished parallax effect :3
- Minor fixes of level design in two rooms
- Added a rewarding effect for those who collected all the stars :3
- Fixed minor visual bugs (a few objects was on the wrong layers)
- Added tutorial boards
- Optimized build size
Team:
Mikeliosus - Game design, level design
Gil4 - Game design, level design
Tay Elenberg - Art, animations
Eugene Myach - Programming, VFX
Ivan Stepanov - Background music author
Sounds used from various free sources (opengameart, soundsnap, zapsplat).
Ratings
| Overall | 42th | 4.173⭐ | 51🧑⚖️ |
| Fun | 179th | 3.827⭐ | 51🧑⚖️ |
| Innovation | 628th | 3.306⭐ | 51🧑⚖️ |
| Theme | 658th | 3.5⭐ | 51🧑⚖️ |
| Graphics | 41th | 4.51⭐ | 51🧑⚖️ |
| Audio | 51th | 4.117⭐ | 49🧑⚖️ |
| Mood | 30th | 4.281⭐ | 50🧑⚖️ |
| Given | 70🗳️ | 49🗨️ |
Still it has some things to be done. At several places monsters stand really close to passages between screens so you almost inevitably got damage. And I would like to see some visual indication when hitting an enemy. And I gathered all stars but couldn't see any difference in final screens :(
Anyways the game can grab all your attention until you finish it. And then until you go back and find every secret to collect all stars. Thanks for experience!
P.S. I found a bug: when you place your platform really close to character so it makes him stuck, he starts to flow between tiles and goes up even to other screens.
**It makes us so happy that you liked it and even explored the whole content! :3**
And thank you for your feedback!
Actually we did hitting animation right after the end of the jam, and going to make and an additional screen for those who collected every star right ahead in postLD build.
Will publish it really soon. :3
Planned to do this right after the jam, but we was really burried with our work.
Really useful remark about the monsters standing close to the passages!
We have found only one case and will fix it in postLD build as well:

**If you have noticed any other troubles of that kind, we will be grateful for your info!**
Yeah, bug with platform placing is really hard to be fixed in scope of a jam game, so I will not make any promises on that.
Will definetely check your game soon! :3
I didn't even participate this time and yet I'm here to write a review-lite for the LD game I probably spent the most time with. Likely even more than my own ones. I don't like that it's Unity, but I got my Linux build, so I can't complain.
Right off the bat, I would buy a full version fullprice if you pulled off an "artistic" map. Obviously it'd be dumb to create a non-tiled metroidvania for a jam, but that's what you should strive for should you want to continue working on this one. The overall feel is already hooking; the art style, toned dreamy background and calm ambient music are gorgeous and complementing each other, and to some extent hitting my taste. Semi-abstract background with geometrical touches is something I've wanted to make for a long time and never really succeeded, but right here it looks fantastic.
For some reason it felt a bit like ScarKrow prototype, due to its cute simplicity and LD-ness, and Hollow Knight because of more peaceful ambient, obvious Unity-ness and bugs. The good kind of bugs. Entity/mob design is a 9/10. LittleBigPlanet-like "brain" idea is subpar. I might have a strange affection to bug eyes, but the main character is charming for absolutely no describable reason. Level design is outstanding for an LD game, and delegating it to two people payed off as it took me a healthy quarter of an hour to merely reach the credits, and aside from some bullshit moments the game was satisfying and rewarding with so many bonus areas.
What I didn't like was a lot of quirks with the gameplay itself. Aiming seems to be handled by plain arc tangent or something, and it usually feels like it doesn't shoot where I point it at. Moving backwards is also awkward, but I guess that's a side effect of incorporating an "incompatible genre" and dualstickness. But it sure can be reworked well, but with a controller in mind. Also, jumping with no air control is absolutely horrid; this is so basic and caused several needlessly frustrating moments. Furthermore, I didn't love the lack of map; now, this might be a design decision or a side effect of Ludum Dare, but some sort of navigation, even the most basic one, is necessary in a metroidvania. But a total cluelessness contributed to sorta phasing out my sense of time. Mobs respawn with each room transition, but farming them seemed pointless and unrewarding without any sort of gold/scoring/whatever (another sign of LD syndrome); sometimes walking through them and tanking damage made more sense, especially with deaths not doing much harm. Finally, icicles are a brilliant idea but need some more work to feel smoother (like a constant stream maybe?).
I'm blah blahing about things you couldn't really control and pull off within three days. I may be biased because I mostly rate compo games, but this is truly one of the better LD games and I had a blast playing it. Please keep on going.
The world and level design is really, really good! The metroidvania, platformer, puzzle, shooter is really nice all together.
I think I may have found a bug?
Got stuck when trying to move between levels.
Jk! Just found that it's difficult to move up. Maybe adding an initial burst when moving up?
JK Again! It took me a little bit to realize you have small indents where you can jump onto.

Also! Really curious. How did you customize your Itch.io game page to take up the entire page with a banner, but no background? It looks nice.
That's just our camera being imperfect; we made our dev's life hell by first making a standard room size and then making several rooms of unusual sizes, so you can sometimes find yourself in a situation like that - transitions between the rooms, especially the vertical ones, are a tad wonky.
As for the itch.io page settings, our game's page owner will answer you later, middle of the night here.
Talking about the itch.io page, here are our settings for it:
https://monosnap.com/file/z7Lfx9o2qzyrFf0q8rCqmObzE9xzVp
Hope it will be useful. :3
As you said though, it's much more Metroidvania than it is a Bubble Shooter, and even then those two don't really have much problems mixing together, so following the theme is not it's strong suit.
That aside, it's certainly a very good game. Good job!
I am anxiously awaiting a full retail release.
Edit: "Ice is nice." ~Knack 2, 2017
For the most part, the game is pretty enjoyable, though... a little uninspired, perhaps? Not really your fault; puzzle metroidvanias are done to death. I expected a bit more... bubble-puzzles, instead of a gun that just destroys similar colored objects. But that's just me.
Art's pretty nice, for sure, and the music is rather calming~ Odd when it plays during that one boss fight out of nowhere, but eh, that wasn't a dealbreaker or anything.
My strong suit is in design (at least, compared to everything else), so I'll start prodding the level design a bit... Puzzles weren't all that puzzly, but that's not really a bad thing, I guess? And once I figured out how secret walls looked like, finding all the stars was relatively easy (which I did). A little sad that only the blue color had a secondary use, unless there was something I missed about the other two colors... Level design was alright, I suppose. Really big, with things to do in them, which is very impressive for a LD entry!
Only 1 puzzle annoyed me a little, which was the 'guess the hole' puzzle. Those aren't really fun, it's just... trial and error. Oh, and I softlocked myself by toying around with the blue shots! If you manage to shoot a blue shot against the wall while standing really close to it, the crystal pushes you INTO it, making you clip into the wall. You've probably fixed this by now, but just in case....
Either way, it's certainly a very ambitious project. Interested to see where it goes, and how you guys are gonna play with what you're given. Good job, guys, and good luck!
https://www.youtube.com/watch?v=WtjEDNzuod8
We are from Ukraine too, check out our game: https://ldjam.com/events/ludum-dare/41/ultimate-game-simulator
https://www.youtube.com/watch?v=hLF7ZEp8C_M