Bubbly by Kaish

Bubbly is a dreamy little girl lost in a nightmare, in a quest for something... Something she can't remember.
The fuel that drives her deeper into her own imagination is her desire to reach the bottom of her mind.



https://youtu.be/VFhiX_Wrh8s
How to Play 🎮
• The deeper you get, the higher you score.
• 🖱️ Move the mouse to aim, click to throw the ball in the enemies.
• Bubbly is able to carry the ball for a limited time.
• Hitting enemies increases the timelapse.
• Every time you throw the ball, you'll have to retrieve it.
• Crystals also destroy enemies.
• Keep diving, don't let the darkness get you!
• Reach the top of the rank if you can!
Team ⚒️
• Euler Moises: 🎵 Audio
• Felipe Inoue: 💻 Code
• Nayara Lara: 🎨 Art
• Kaish Kuny: 📐 Game Design
Descrição em PT-BR:
Bubbly é uma garotinha sonhadora explorando sua mente em meio a um pesadelo, na busca por algo que ela ainda não sabe muito bem o que é...
Seu desejo de alcançar o desconhecido é o que a impulsiona cada vez mais fundo na sua imaginação...
Como jogar 🎮
• Quanto mais fundo você descer, maior será seu placar.
• 🖱️ Mova o mouse para mirar e clique para atirar a bolinha nos inimigos.
• Bubbly só pode carregar as bolinhas por algum tempo, mas cada vez ela acertar um inimigo, esse tempo aumentará um pouco. Atenção: cada vez que você atirar uma bolinha, terá de correr atrás dela para recuperá-la.
• Os cristais também destroem os inimigos.
• Cuidado com seu tempo! Se você demorar demais no mesmo lugar, a escuridão alcançará você!
• Chegue ao topo do ranking se puder!
Time ⚒️
• Euler Moises: 🎵 Áudio
• Felipe Inoue: 💻 Programação
• Nayara Lara: 🎨 Arte
• Kaish Kuny: 📐 Game Design
| Link | https://fiwon123.itch.io/bubbly |
| Original URL | https://ldjam.com/events/ludum-dare/48/bubbly |
Ratings
| Overall | 145th | 4.08⭐ | 102🧑⚖️ |
| Fun | 140th | 4.015⭐ | 103🧑⚖️ |
| Innovation | 378th | 3.698⭐ | 103🧑⚖️ |
| Theme | 71th | 4.347⭐ | 103🧑⚖️ |
| Graphics | 249th | 4.282⭐ | 103🧑⚖️ |
| Audio | 51th | 4.312⭐ | 103🧑⚖️ |
| Humor | 645th | 3.013⭐ | 77🧑⚖️ |
| Mood | 124th | 4.233⭐ | 103🧑⚖️ |
| Given | 100🗳️ | 123🗨️ |
I did not go that deep, I kept dying. I suck at platforms, so it's not your fault luckily :smile: But, I managed to get on your scoreboard! (I love scoreboards or other kinds of interactions, because it motivates people to push through a liiiitle bit more).
The overall theme is very much there, but a platformer going down and down was literally the first thing that came to my mind when the theme was revealed. So, for innovation I won't score you high.
I loved the leaderboards. The art and the music is really amazing..
So much proud of see brazilians developers doing such a wonderful work!
Congrats, guys!
I love art, music and mood. I think it's really great job!
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1005666495?t=1h53m23s
ps. the red moustache dudes are amazing! i couldn't get enough of them as far the design and animation. Super cool!
I liked the mechanic of throwing the ball and having to catch it again, I just think that it faded too fast when I got deep into the game. It became kind of useless past 250 points.
The character's speed is too high, too frenetic, very hard to control precisley. The fact that it doesnt stop immediately when I released the walk button felt frustrating.
The ranking is one of the coolest features in getting the player engaged in the game, especially in a jam game where people usually play just a little to be able to give many ratings. I spent much more time playing than intended haha, but eventually I got top 1!! Very nice entry!

Overall, this is a great game. I even went back to play it some more today after playing it yesterday.
The biggest gripe I would have is with the enemies there are a lot right from the get go and it feels like the best solution is to just run and kill maybe one or two if you can edge them in, but since you lose your ball with no way to retrieve it over time or anything it feels almost too risky to attack sometimes.
Most of the deaths at first felt pretty unfair, but then the more I played and better I got the less it felt cheap and the more I felt there was a way out most of the time but that feeling still came around time to time, usually due to level design at that point I think.
I think both the levels and the enemies work on their own, but maybe there is a better balance to be achieved here.

Overall:4.0
Fun:4.0
Innovation:3.0
Theme:5.0
Graphics:4.0
Audio:4.0
Humor:3.0
Mood:5.0
I love the spiders and the monsters that come up from the ground. The animation cycles are superb... overall the artwork is great, atmospheric, moody, cute, and fun.
The gameplay is great- I know you saw us fail to get very far a bunch of times and of course we addressed that we wanted a bit more of a precursor info for the deaths that occurred when falling fast, but overall I think you really nailed the gameplay here. I really enjoyed it and honestly could see myself high-score-hunting for a good few hours with a gameplay loop like this.
I super duper love the fairy-throw mechanic, including the ability to recover them and also that they disappear after a period of time if you do not pick them up.
The shining star of this game, for me, was the tim-burton-esque backing soundtrack. Whoever did this absolutely has a knack for it and wow- that was mighty impressive and fun to listen to.
Overall I am very happy with this game and glad I got to play it! Thank you very much for bringing this by our stream and letting us play!
P.S. I will send you a link to the gameplay as soon as I get it uploaded to YouTube. Thanks again!
There are 3 enemies each unique, each has a nice idea and each has a flaw which ruins it a bit.
Spiders are very cool but thier string was often invisible until I was very close to them. I don't know if that was a glitch or intended behaviour but dying because of spawning spiders directly beneath you is very annoying.
Mole monsters or whatever they don't have visible enough indicator when they are going out. I'm not sure that it is great idea to have them wake up only when you walk over them because it is quite hard to kill them that way. Possible solutions might be that they are visible always and get out soon after you step on them or have them always be outside or have them go outside in regular intervals. Also they spawn beneath crystals :(
When we talk about inability to kill enemy ghosts are number one. You can't shoot through walls and they are often hiding in walls, especially when they are under you. Changing their pathfinding or making them use walls only when neccesary or having "ghost bullets" or some sort of mechanism for killing things in walls might fix things. Ghosts (which can go through walls) are either very hard enemy or hard to design well.
I sometimes had problems with shooting close range. Weapons would maybe work somewhat better in more open spaces / bigger spaces. Killing monsters was kinda pointless too. Adding some effect like additional points or ball getting stronger or something would be cool.
Music was great but I had to turn the volume down because ghosts sound like annoying fly (everything else sounds great). Ambient is great.
Despite all the flaws game was enjoyable most of the time so it really is promising idea and execution wasn't that bad there is just room for improvement.
It's kind of tricky to move down the caves because we cant see below. It does add tension, but doesn't feel good when falling into a monster. Sometimes I'm getting killed by something I can't see in the darkness.
The music is appropriately spooky for being hunted by creepies. Haunted chimes and bells, spooky strings. Very nice.
Visually the game looks good, but some of the darker tiles are hard to see in the darkness.
I didn't do very well, sometimes being killed by spiders dropping on my head, or diggers eating my legs! :sweat_smile:
Good job on your game everyone!
What I would like is not to die on every hit. Maybe if you have a Ball with you, this could count as Life as long as its with you. So you would have a bit of Risk Management there.
Overall pretty good and well done.
I would appreciate some difficulty progression. Also restarting with keyboard would speed up restarting. But the orbs can be thrown...
It was not your first game :)
Graphics are simple and clear. Not always as seamless but very clear.
Game design it is very simple and effective. Borders might stand out a bit more as non passable from farther away. And falling multiple stories at once felt a bit too forgiving??? but I do love the growing amount of enemies trying to haunt you. A slight bit more polish/particles/enemy intent visibility would do wonders. Although it did feel a bit cheap getting killed out of nowhere.
One thing I would love to see expended upon is the nightmare part. Maybe try more creepy/haunting levels/art???
While the gameplay is not forgiving and I wish there was a way to kill things other than the crystals I cannot control, this is overall a good game!
https://www.twitch.tv/videos/1017487693
We started yours around 0:16:50
Congrats on your entry!
Gameplay is great, theres a lot of really solid ideas that come together nicely with the ball mechanic, the different enemies, level gen, and even the crystals! The sounds and music was great and everything just fit well together
Here are some ideas if you plan on working on a post jam version!
-**Telegraph the spider spawning** in for longer (these guys ruined so many of good runs and there was nothing I could do about it when they spawn directly beneath me). Maybe telegraph ghost spawning too, but they were less of an issue I think
-I couldnt **throw ball below if Im standing on the block**. I didn't realized this until way later. It seemed like I couldnt throw the ball at random times and this is probably what was happening. Even if it doesnt seem like there's any reason for the player to throw the ball straight down while on a block, I don't think you should take that freedom away from the player. (Same with throwing in tiles to the side of you)
-The **particles when you kill the enemies** felt a little out of place
-The **brown blocks** on some of the chunks didn't **contrast** well against the background so they were easy to miss
-**Start the player with the ball** so you dont need to pick it up at the start every time (or put it on the right side since there is always a path on the right side)
This is just a bunch of minor things, you guys made a really fun game and I hope you continue working on it!
The difficulty was a bit high for me, I could get a score over 93! The fact that the spiders were following me accross plateforms was really tricky, I think it would work better if they stay at the same depth once they appear. Having to get your particules back each time you throw it was also a bit teadious.
Once again, a really nice game, just a bit too difficult for me. Good job on your team!
https://youtu.be/PUjYc80SDag?t=2942
There's a lot of subtle details implemented in the game I really like. I appreciate the balls are programmed to bounce towards Bubbly. The controls are reactive, and the jump arc is satisfying. Lighting and artwork is great, and for the most part, enemy movement are well-telegraphed and predictable. Having all these information and conveniences really helps create a tight and fun platforming rogue-like experience.
I'm not without some criticisms, though. I did think the way some enemies spawn was a bit unfair. In particular, the way ghosts and spiders spawn in, I felt, were too quick and easy to die from. I also thought the myopic default lighting and a camera that lags behind the player made it difficult to see very far, creating circumstances where I thought I was making blind jumps. I would have liked to see the camera either provide a better look-ahead algorithm, or allow the player to control the placement by moving the mouse cursor to where they want to focus on. Finally, I thought the dying animation is too long. I would like a faster respawn process so I can get back to the game faster!
https://youtu.be/9MwVPzD0l-Q