OozGlorp in the Dungeon of Zlorx by xmagpie42
A day in the life of a dungeon ooze
The slime known as OozGlorp are failed magic experiments from the grand wizard Zlorx's laboratory. As such they are extremley unstable and will explode moments after they leave thier ooze pipes. The only thing that can delay thier inevitable destruction is extra magic glorp, found in bottles littering Zlorx's dungeon. The only way to stabalise thier condition is to exposes them to pure sunlight.
Get to the top of the dungeon of Zlorx and stabalise your condition... good luck.

| Link | https://xmagpie42.itch.io/oozglorp-in-the-dungeon-of-zlorx |
| Original URL | https://ldjam.com/events/ludum-dare/50/oozglorp-in-the-dungeon-of-zlorx |
Ratings
| Overall | 1060th | 3.225⭐ | 22🧑⚖️ |
| Fun | 862th | 3.225⭐ | 22🧑⚖️ |
| Innovation | 1131th | 2.775⭐ | 22🧑⚖️ |
| Theme | 1047th | 3.325⭐ | 22🧑⚖️ |
| Graphics | 648th | 3.69⭐ | 23🧑⚖️ |
| Humor | 834th | 2.7⭐ | 22🧑⚖️ |
| Mood | 913th | 3.275⭐ | 22🧑⚖️ |
| Given | 76🗳️ | 12🗨️ |
Thanks for playing though
Secondly, the gas walls that kill you need a little tweaking I think. Often times I can't tell if the collisions are active and going to kill me, or if its safe to jump.
Overall fun game that I'm gonna play some more of!
Also, I was playing on gamepad, and not that it affected the gameplay too much, but there didn't seem to be a deadzone on the stick input that I could notice.
Anyhow, cool entry! Best of luck to you.
So far I have managed to get as far as the realllly long set of pink spikes past the first cyan spikes. I haven't managed to make that jump yet.
I think my favorite part of the platforming so far actually is the cyan spikes. The precision is pretty fun in my opinion, and there's a pretty good variety in the kinds of jumps you have to do in that section.
My least favorite part of the game is the green walls / acid spitters. There are several reasons. First, of course, is that their collision does not seem to correspond with their visual as everyone has discussed. Second, the window of time where they are safe seems extremely small--this may be slightly untrue, but the window is small enough that the visual problem becomes pretty hard to deal with. Third and finally--they are green, which is a color that is otherwise used to represent good things or neutral things (including wall decorations that are *also* spitting green particles!). The first time I encountered the acid spitter on the small platforms after the cyan spikes, I literally did not parse it as a hazard when I saw it, and so I died pointlessly, which was rather frustrating.
I'm not quite sure the best way to deal with that, as I admit I kind of like the green color aesthetically. Perhaps fixing the collision problem would be enough to make the unreadability less of a problem. And honestly, that one I died to after the cyan spikes could probably just be removed from the level entirely, as the camera angle also makes it hard to see it.
I think the fact that getting a new slime jar does not give you extra time for the current run is a very interesting mechanic. It is in some ways annoying, as it means you have to replay the same part of the game over no matter what. But on the other hand--it is kind of compelling, as it forces you to replay the same part of the game over no matter what. :smile: Seriously though--I'm kind of torn. I think that having to redo the same thing a couple times is kind of an interesting twist and even kind of fun.
In any case, this was a pretty fun platformer overall; the aesthetic is quite good and the platforming physics and level design were able to present a pretty substantial variety of challenges. And I do enjoy the difficulty overall as well, even though I haven't been able to finish it yet.
Some notes: It can be a bit hard to judge jumps due to the perspective. An orthographic view could maybe help with that. Also, the green shooting obstacles sometimes kill the player and sometimes don't, and it's hard to tell why.
I did like this game though. It has a lot of potential!