Alpha Decay by dsoberdan
Use the wonder of radioactive particle decay in this minimalist puzzle game to create new atomic combinations!


Our first ever game jam entry! We hope you enjoy it.
There is extra functionality present in the game, working and all, but we ran out of time to build out all the levels we had designed. Huge lesson in prioritizing polish over actually building out more of the game!
Still, it was such a huge learning process, and what is there has us excited about how to fully expand upon these simple mechanics in the future.
Thank you for playing!
UPDATE: 10/08/21 - 12:45AM EST
- Added web version option!
- Updated Windows build without debug window.
- Fixed bug with tooltip displaying outside of screen.
- Fixed bug in level 5 that caused the success state to display right when level loaded.
| Link | https://devonoberdan.itch.io/alpha-decay |
| Link | https://devonoberdan.itch.io/alpha-decay |
| Original URL | https://ldjam.com/events/ludum-dare/49/alpha-decay |
Ratings
| Overall | 913th | 3.4⭐ | 47🧑⚖️ |
| Fun | 1173th | 3⭐ | 47🧑⚖️ |
| Innovation | 250th | 3.789⭐ | 47🧑⚖️ |
| Theme | 207th | 4.122⭐ | 47🧑⚖️ |
| Graphics | 519th | 3.854⭐ | 50🧑⚖️ |
| Humor | 1158th | 2.162⭐ | 36🧑⚖️ |
| Mood | 1165th | 2.988⭐ | 43🧑⚖️ |
| Given | 55🗳️ | 71🗨️ |
"Harsh critic" mode is on.
Concept is very nice: creating particles by combining particles. It seems very real and science-y. But here lies the problem: this rules do not leave any place for creative thinking and exploration. Last levels are passed very fast, because there are not much to do, answer is on the surface because rules are pretty simple. I would advice to add unalterable (unchangable) cores, for example, or some kind of other modifiers to make players life harder. Or several cores to put protons to, only one with right configuration. It is puzzle, after all.
When participating in jam without platform restrictions try to build web-version first. It will be most avaliable to players and it will get more ratings.
On your time management I can advice same things everybody would:
- Keep your scope in check. If you add new ideas, remove one of the old ones. You can add them back later.
- Prioritize tasks, for example, for teamwork Steven Covey's priority matrix is a good place to start (but be sure to decide what is impotant and urgent to you).
- Be ready to kill/cut some of your ideas. Time is always running out, don't hold onto features you will not be able to make.
One thing I can add myself: keep your project ready to submit at all times. It is counter-intuitive, but you better make game with 3 levels with sound, art and menu then "game" with 10 levels placeholder sprites or gamebreaking bug and without any sound-effects.
But do not take my criticism as bad opinion, please. Back to kind words now:)
Sound design and artwork are perfect.
Gameplay is entertaining, but be ready to add new mechanics if you add more levels.
You can totally develop this game into good time-killer game for mobile devices, thanks to your friendly style and easy-to-get mechanics.
I really hope to see some progress on this idea, so I am following you on itch.io now :)
Good luck and keep up the good work!
@mrbell270 Wow, I really appreciate you taking the time. You're definitely right about expanding into new constraints to ramp things up, during development we were cognizant of the fact that we wanted to take inspiration from those real decay properties, but also take liberties for the sake of making interesting puzzles, because like you said, that's what is most important at the end of the day.
I love what you said about having your game ready to submit at all times. Although I was kicking myself right after submitting about having prioritized polish over adding the additional (and more interesting/difficult) levels and mechanic into the game, it's all just a trade-off at the end of the day, and I know that I would have felt worse about it if I didn't get that polish in.
Thank you for the kind words about the art, Victoria has been really appreciating all the great feedback about it, which is great because I think she did a wonderful job :D
We're both very eager to keep building upon it, and your follow on itch is just extra motivation, so thank you! We'll definitely have updates soon. I followed you there as well, going to check out some of your older games here soon :thumbsup:
Great job!
@aquilart Glad you enjoyed it! I just played your game, thought it was great! I'll have more fleshed out thoughts in your comments :thumbsup:
The gameplay, on the other hand, could have been more interactive. I didn't really know if I was supposed to do something or just wait the first few times. If the game's entire point is to create unstable compounds (or elements), then the gameplay should be clear. Don't make the player wait for so long. I think the wait time was random as well? If so, it really didn't help but make me feel confused if I was even doing the right thing or not. Finally, if the game was based on real physics, then help those of us who've forgotten their physics lessons from ages ago as I had no idea what I was supposed to do with Natrium, I think that was it.
First game jam entries are always tough. For next game jams, you should try on focusing more on the gameplay elements and the fun of it. Most people won't play your game for more than a minute or two, so length isn't as imporant.
For some reason dragging around the particles was a little bit laggy for me, not sure if it's because I had a slower computer or what.
The UI is nice! I could imagine you could add a bunch of polish to this if you wanted, while sticking to the minimalist theme, little line based animations when something pops off or is added to an atom? And adding more visual flourish to the "Great job" message. Obviously, hard to fit in during the jam :)
I like that you already say "Huge lesson in prioritizing polish over actually building out more of the game!" I think this is so true. There are certainly teams that can submit something really complex and make it work well, but I find that most often, the best games are ones like this. Not very many or very complex mechanics, just one simple thing that's polished up and works really well.
Huge congrats on your first jam, I hope you enjoyed it and I'm looking forward to what we get to see from you guys next time!
While I do appreciate that you, as the player, learn as you play, there is no real feedback as to what was happening. The puzzles could be solved by superficial trial and error without actually knowing what was going on. Thus, even though this is a puzzle game, I didn't feel my intellect was being tested. I was able to understand from the first three levels what the game mechanic was since I had studied radioactive decay on a surface level in high school, but I am not sure if an average player would. The connection between the number of electrons, protons and neutrons are not immediately clear. My suggestion is to make more explicit what the player's actions can accomplish. For instance, when I put in a proton into an atom that will have more protons than electrons, and it spits out another elementary particle, perhaps there should be a visual feedback on what the conversion is, and why it happened.
Aside from gameplay, I really appreciate the forces that act on the elementary particles as you moved them around, throw them against walls, and bring them closer to the atoms. It's details like these that make your game feel good and stand out.
I agree 100% with all the other comments about the good things about the game, so I won't repeat that here. Again, really impressive for your first game jam, I look forward to playing more of your games.