Unstable Isotope by Nafe
There is some unstable matter in the powerplant! It's up to you to remove it. But be VERY careful, it could blow up at any moment.



Ratings
| Overall | 91th | 3.875⭐ | 26🧑⚖️ |
| Fun | 130th | 3.72⭐ | 27🧑⚖️ |
| Innovation | 379th | 3.06⭐ | 27🧑⚖️ |
| Theme | 93th | 4.1⭐ | 27🧑⚖️ |
| Graphics | 188th | 3.66⭐ | 27🧑⚖️ |
| Audio | 144th | 3.521⭐ | 26🧑⚖️ |
| Humor | 101th | 3.435⭐ | 25🧑⚖️ |
| Mood | 106th | 3.667⭐ | 26🧑⚖️ |
| Given | 16🗳️ | 38🗨️ |
Love it 😊
Cracking concept and execution given the time restraints as well as everything else going on in life!
Loved watching some of your process last night.
Keen to join you in a Jam soon!
Those blood, acid and isotope explosions ❤️
Samma
>be me
>plant worker just trying to enjoy life
>favour color = yellow
>unstable isotope discovered in plant
>oh shit.jpg
>pick up isotope and trying to save the day
>open door to find room full of acid
>WTF.wav
>immediately yeet myself and isotope into oblivion
>ded.
>10/10 would yeet again
```
Same goes with level design and levels. Would have loved to have more complex and interesting levels!
This was my first ever game jam (compo) and oh boy was I rushing towards the end.
Thanks also to @megalukes and all the comments from a couple of days ago. Really appreciate it!
Thanks heaps for the feedback and for playing my game!
I don't think 2.5d overhead is a good format for a precision platformer tho... maybe think of another mechanic than jumping for getting around. I tried about 15 times on the last level due to the weird perspective and the unintuitive jump cooldown.
Anyway, great entry!!
I envisioned a game where the player could go anywhere but the isotope couldn't, but I agree that jumping was not the answer. I thought that it would be a lot easier to get it to feel nice, and in the end I had put so much time into bug fixing the jumping that I didn't want to remove it. Sunk cost fallacy I guess!
I think an alternative like steps that the play could automatically walk up, but that would still cause the explosion, would have been better. I originally wanted to do areas with heat/electricity that the player could get through if they didn't stand still, that would have been better too I think that the janky jumping.
Thanks!
Other than that, I liked it a lot! Adding some more levels and mechanics would definitely yield a very nice puzzle/platformer game. Overall, a great job!
Really appreciate the feedback. :)
The level select is a nice touch.
I found the acid room kind of frustrating.
One of the reasons is the player's hitbox being slightly above the feet (I'm guessing); which is good because it lets them walk down to the edge of acid pools, but means walking upwards you die if your knees cross the acid.
@ldjq Thanks! Had fun making the level select. My plan was to have an intuitive tutorial as part of the 'menu room'. Picking up boxes, a switch for the music, a conveyor belt on the ground etc.
In regards to the acid level and hitboxes, you are absolutely right. I wasn't super happy with it at all but it was done very late as I needed more levels. The hitboxes for acid, the jumping and the small amount of levels were all learning points for sure. Thanks again!
Great work!
@joeriri Thank you! And yes I was a fan of that mechanic. The main idea that I devoloped the game around was that the player can go anywhere, but the box can't (because it's unstable lol). <3
My only complaint would be that it is a bit counter intuitive to have a jump command on a top down game like that. I kept forgetting that it was possible on the two first levels. But that's quite a minor issue though.
Anyway, great work on that! :clap:
It's very good for the first compo to make the game that looks complete. Liked the music and art style. Especially green jumping points - sometimes pixel art effects can look much more expressive than complicated graphics.
I think some more sound effects for walking, picking up and placing the box would help with polish, but all things considered amazing work given how quickly you made it