A blob with a destination - LD42 by Dries Vuylsteke
I took the platformer approach for my first ever Ludum Dare. I've been playing around with game design on and off between schoolwork, but never really had the time to commit to a project. The goal was to make a super fast paced platformer, I managed to finish 12 levels. Everything in the game is made during the 48 hours of the game jam, no extra assets were imported or used.
The goal is simple, jump towards the portal.
You control the character with the mouse, clicking jumps towards the mouse, right clicking uses a power (there are two of them) and consumes it. Can you reach the portal before the lava catches up? Watch out for the fire beams and cutting wheels along the way! And when you finally feel like you've avoided it all, gravity changes!
The shifting power creates quite a few bugs that I did not polish out, things like you should die when stuck in a wall or a kill box would have made this game a lot better. I did not get to the dying inside walls and forgot the killbox sadly. If you run into either of these bugs just press R to restart the level. My apologies for this, being my first compo, I may have tried a scope a little wide.

Controls:
Left mouse: Jump
Right mouse: Use Power
Left/Right arrow key or A/D: Move while not jumping
R: Restart level
Tools used:
Audacity to record sound
Busca ceoil to create the sound track
Unity3D to creat the game
Asesprite to create the artwork
Paint.net to do some things Asesprite lacks
| HTML5 (web) | https://flawlzz.itch.io/ld42 |
| Source code | https://github.com/DriesVuylsteke/LD42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/a-blob-with-a-destination-ld42 |
Ratings
| Overall | 473th | 3.197⭐ | 40🧑⚖️ |
| Fun | 421th | 3.132⭐ | 40🧑⚖️ |
| Innovation | 432th | 3.066⭐ | 40🧑⚖️ |
| Theme | 610th | 2.934⭐ | 40🧑⚖️ |
| Graphics | 357th | 3.263⭐ | 40🧑⚖️ |
| Audio | 400th | 2.784⭐ | 39🧑⚖️ |
| Given | 33🗳️ | 38🗨️ |
Couple of issues with collision / through walls, etc. but quick, short levels mean that it's not too much of a problem. Would definitely remove the 'return to level select' button though. Pressed it a few times mid-level by accident!
@wizard the one where you just fall out of the level? I forgot to put a kill zone, you could probably do this on the later levels too. Outside of the falling out of levels I had some issues with getting stuck inside colliders/walls, didn't quite manage to fix all of those.
Thanks for the feedback everyone!
I love how it tells you the levels will start trying to kill you AFTER I've been boiled alive by lava twice. (:
I made it to level 7, but technically I won by selecting level 13 from level select.
Glad you are all enjoying the game, I went in with very low expectations since it's my first time ever releasing a game.
Thanks a lot for the feedback!
I think where the game falls flat is it's lack of polish. For starters, I found the audio to be quite grating. Even after I muted the music there was still what I think is the spinning blades sound effect which is quite unpleasant.
Secondly, and most notably, is the control. Launching yourself feels more like a guessing game than a skill game, particularly when in air using the double jump. For some reason my launches seemed to be less accurate and less powerful in double jump mode as well. When the bouncing blocks are introduced then it really feels like luck, and if I mess up I just have to watch myself bouncing around hoping to accomplish something. I know the restart is an option but when failure is uncertain, it feels mean forcing the player to impose failure on themselves. I'm not sure how the blue blocks could be improved to help this though, perhaps if they gave you a double jump?
On the other hand, I can think of a few ideas for how the launching mechanic could be aided, fixing the inaccuracy with the double jump being most obvious. Perhaps if the player could slow down time by holding the mouse and then releasing to launch, this could also be tied with a shown trajectory, though I could see how you may feel this goes against the core game; personally I think it could work better.
Lastly, is just the small things that add up. Having to push space when most of the game can be played with one hand feels off. Usually I would go to click to get rid of text only to find my player launch off randomly after I press space. Also I think there should be some way to ease the player in rather than suddenly starting, like the lava only rises once the player launches for the first time or waits until after a 3 second timer.
Overall, the game is quite unpolished and this dampened my enjoyment quite a bit. However, I'm glad I played the game because it has some really interesting ideas which the levels seem to use quite well from what I played. Personally, I probably would have enjoyed the game more if less time was spent on levels and more on testing and polishing.

Pretty neat graphics. Especially the blob (although it sometimes looked weird with the missing outline) and lava. The music was okish too but it really could have used some sound effects. And obviously it looked kinda weird when the character "died" with gory blood splatter and still kept going for few seconds before it restarted the level. I mean, turn the character visibility off, stop its moving and do blood splatter. The level outskirts could have used some killboxes or something, I get triggered when I see that Unity default blue background... :smiley:
Had some nice mechanics to it. The neat directional jumps (which I would have preferred without the ability to actually move at all) from that one game that I can't recall the name of right now. The direction switching from VVVVVV. Rechargeable double jumps from Celeste. The phasing through the walls must have been used somewhere as well. :stuck_out_tongue_winking_eye:
But it was kinda too short and introduced those mechanics with such a machine gun pace that it didn't let the player get used to them. And those help messages were not great, turned them off right away after reaching a semi hard level. And by the way, you can que in jump during the help text (which I did several times trying to skip it with mouse). Showing it just once should be more than enough.
The execution could have used some polish, it was kinda riddled with bugs. There were invisible platforms and overall getting stuck on corners.

It was also quite easy to glitch through the ground without the powerup on that same level (9th I think).

The overall level design was quite nice even though the difficulty spiked quite quick. It was nice that at least some levels had some freedom of choice and some tricky skips that could be performed. The levels weren't really ordered by difficulty in my opinion at least. But that isn't necessarily a bad thing, an easier level after a tough one is a nice change of pace.
Wasn't a huge fan of the skill que system. For example that first double jump skill on the 11th level (the hardest one in my opinion) killed me so many times by blocking me out of phasing because I made it there without using the double jump just to get rewarded by getting my face melted off by the laser. Would it really have broken any levels that much if you were allowed to use the skills out of order?
Anyways, good job!
@antti-haavikko I'm glad you enjoyed the game. Your problems seem to be mostly with my UX, where I fully agree the game is lacking. The jump queue is annoying and glitching through the level is just plain sloppy. I mean to put in a kill zone around the levels but totally forgot about it because I kept finding bugs to fix.
I'd like to thank you both for the extensive reviews, I joined the jam for feedback and that is exactly what you gave me.
Jumping to the direction of the mouse is not very intuitive. Maybe because it's not used that often in platformers. Once I got hang of it, it started feeling nice though. Level design is nice and tips make it clear what to expect.
I had some cardboard grinding sound that stuck looping after the first level. It didn't go away when restarting level. Mildly annoying. Death should be instant when it happens. Often I felt that I avoided death when the character didn't die instantly. I got stuck on the edge of the first ledger in level 3. On the same level went through wall on the right. Character wasn't always responding to my click for some reason. The music was destroying my ears, no offense! :smiley:
Base of this game is solid and the game fits the theme well. Bugs and the lack of polish all-around is what holds it all back.