Blob Schmlob (BS) by SpecialChef
Blob Schmlob (BS)
A BS Game based on BS themes, but I made it work ;)
You are a cave-dwelling blob. You must rid the cave of the invasive red blobs. They're TERRIBLE room-mates and eat all the food. Seriously, they need to go!
Your controls? Use the left and right arrow keys.
Left: Move Left
Right: Move Right
Double-Tap Either Key: Attack / Wall Jump
Kill the blobs, but don't mess with those that are bigger than you. Gain some protein from the smaller ones, then you can grow bigger and tackle the larger blobs. Kill 10 blobs and hit the button to grow bigger. Then kill the bigger blobs. And so on. Kill the big bully bossy blob. Then you win. It won't say it, but you win :p
Score is top left.
Currently killed blobs since last button press is top right.
Built with Unity 5
SFX by sfxr
"Graphics" by Paint.NET and Tiled
Fixes:
Fixed exiting on escape key-press
Removed weird line artifacts on background
A BS Game based on BS themes, but I made it work ;)
You are a cave-dwelling blob. You must rid the cave of the invasive red blobs. They're TERRIBLE room-mates and eat all the food. Seriously, they need to go!
Your controls? Use the left and right arrow keys.
Left: Move Left
Right: Move Right
Double-Tap Either Key: Attack / Wall Jump
Kill the blobs, but don't mess with those that are bigger than you. Gain some protein from the smaller ones, then you can grow bigger and tackle the larger blobs. Kill 10 blobs and hit the button to grow bigger. Then kill the bigger blobs. And so on. Kill the big bully bossy blob. Then you win. It won't say it, but you win :p
Score is top left.
Currently killed blobs since last button press is top right.
Built with Unity 5
SFX by sfxr
"Graphics" by Paint.NET and Tiled
Fixes:
Fixed exiting on escape key-press
Removed weird line artifacts on background
Ratings
| Coolness | 66% | 3 |
| Overall(Jam) | 3.03 | 772 |
| Audio(Jam) | 2.16 | 700 |
| Fun(Jam) | 2.90 | 725 |
| Graphics(Jam) | 3.19 | 646 |
| Humor(Jam) | 2.56 | 568 |
| Innovation(Jam) | 2.84 | 713 |
| Mood(Jam) | 2.79 | 797 |
| Theme(Jam) | 3.83 | 360 |
It is a bit difficult, but that's not necessarily a bad thing. I like a good challenge.
@Monochrome Bears: I'm installing the Mac module for Unity currently and will post up a Mac port ASAP. Thanks for showing interest :D
@tweedle: I'm a huge retro-gaming fan and was aiming for a childhood feel. Glad you saw what I was shooting for. It IS challenging, but given more time, I think the challenge would lean more towards the fun side instead of annoying.
@Weeping Rupee: I would love to build an entire world in this game (remade with better than two-button controls and better graphics/audio of course). I was thinking of Kirby: The Great Cave Offensive for the SNES (on the All-Stars cartridge). In that game, you were taken back to the part you started at. I really liked that feeling. Should I rebuild this concept in a way that fits my vision, that blob at the beginning will have an important role in how the game makes you feel. Thanks for the comment!
Only complaint really was the couple leaps of faith, especialyl since retracing my steps after death wasn't the most exciting thing, but overall I really enjoyed it! well done.
SSJMetroid: The overall smoothness of gameplay became my ultimate frustration. I really wanted to improve it greatly, but unfortunately, I ran low on time. The blind pits of doom were the result of rushed level design and hate that they existed. Wall-jumping was something I gave up on early on since you could just repeatedly mash buttons to glitch jumps. Planned to come back to it later, but...well (you get the idea). Thanks for the feedback!
@Pietdagamer: Good to hear, I am putting up a Linux port to simplify the process for others not familiar with WINE. Good to hear though! Thanks.
@moltanem2000: The reason I wasted the first 30 hours never touching my keyboard was to ponder a concept that would allow more complex mechanics with just two buttons. I didn't want to use a joystick or mouse because of the gray area of whether that is considered a button or not. I went through many ideas that I would have loved to have done with growing, but couldn't make it work with two buttons. I felt the need to tackle both themes. Originally, when you died, you went to the beginning, so I added checkpoints to the buttons after a growth phase. Still not ideal, but was so much worse. Thank you for your input! :D
@AlexLemminG: The visual glitches are a side effect of the way sprites were handled. I was converting everything to use dynamically blitted textures at runtime from a master texture instead of sprite sheets and build large textures for display rather than individual objects with individual sprite renderers for every square, but ran short of time. Thanks for the input. BTW, LOVED your submission! The best so far!
@CodeNMore: The difficulty and time-wasting were definitely an oversight on my part. Quick decision-making is not my forte. Thank you for the comment.
@flakoflak: Difficulty was my biggest complaint this LD34 and on my game for LD30 (different username). Apparently I have some learning to do on level design :p Thank you
@abuzreq: The enemy-following only happens with a distance of 13 units I believe. Beyond that and their AI mechanism is disabled until you are within proximity. After death, their positions are reset anyways. Definitely painfully slow to respawn though. Will keep that in mind for future projects. Thank you!
@Efuvex: Glad the port worked. Didn't test it until 24 hours after uploading it. Oops? Glad the sprites were adorable. It is simple programmer's art. I chose blobs because they don't have hair, legs, or arms. Simple to do a 2-frame animation. Then just do a hue shift for the enemies :p Pondering on how to further this concept and definitely leaning towards a cute and adorable style. Thank you for commenting!