Amoebalize by Big Nose
A game where you dart around as a little blue Amoeba trying to get enough food while not ending up lunch yourself!
Music by Dan Jarosz, "art" and programming by August Karbowski
Written in haxe, using deepknightLibs and gameBase.
| git repo | https://github.com/thegamezbeplayed/ld56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/amoebalize |
Ratings
| Overall | 745th | 3.35⭐ | 22🧑⚖️ |
| Fun | 792th | 3.105⭐ | 21🧑⚖️ |
| Innovation | 586th | 3.25⭐ | 20🧑⚖️ |
| Theme | 131th | 4.184⭐ | 21🧑⚖️ |
| Graphics | 764th | 3.263⭐ | 21🧑⚖️ |
| Audio | 336th | 3.528⭐ | 20🧑⚖️ |
| Humor | 918th | 2.071⭐ | 16🧑⚖️ |
| Mood | 712th | 3.333⭐ | 20🧑⚖️ |
| Given | 17🗳️ | 9🗨️ |
Been trying to fix it. Apologies :(
- The fundamental design space is interesting - eating smaller things and running from big things is cool. But it felt unexplored, your own size didn't seem to change through eating other things, so your relationship to the food/enemies didn't seem to change through the game? So all the smaller things could have been replaced with mushrooms or anything and the big things with whatever enemy sprite and it would have worked the same?
- The movement controls worked pretty well.
- Getting caught by an enemy seems like a one hit death as I couldn't really figure out any way to get away, the animation of your getting smaller over time is a nice touch, but only would matter if you could actually get away?
- Resetting to the start of the whole game losing all progress is a huge turn-off, some sort of checkpoint system would have kept me playing.
- Space button to eat seems completely unnecessary, does it make a difference whether you touched them to collect vs pressing space to collect?
I agree with your other points. I didnt have enough time for level design, therefore didnt implement a checkpoint system as I only have 6 levels :(
The game is cool, but a bit too difficult and unforgiving, I agree with @tuism's comment. If it's going to be a one-hit-death situation like Celeste of Super Meat Boy, please have us respawn in the same room at least !
But feels like there is a problem with enemy hit box or appearance. Passing over them seems not to trigger them, while bottom triggers them from far away.