Play experience
My Little Amoeba's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Authenticity (or, Creativity in use of resolution) | #68 | 3.787 | 4.273 |
| Gameplay | #73 | 2.740 | 3.091 |
| Graphics | #94 | 2.337 | 2.636 |
| Overall | #96 | 2.458 | 2.773 |
| Audio | #111 | 0.967 | 1.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Undo because it seemed like an interesting mechanic to have a character that breaks things to grow and then needs to undo the destruction/ growth to proceed in a puzzle-like game.
Team
It was a team of two of us. Me and akrishnan.
Jam
It was really quite fun and the constraint was cool! I loved the jam and it's the first jam we've ever tried. Lots of ideating.
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Comments
It is interesting fun concept, though colliders are not obvious enough. Nevertheless was fun, good job!
Thank you! We're glad you found it fun :). And yeah, absolutely agree that the colliders weren't super refined - we had some problems with Godot and getting the perfect sizing (that also scaled well as you grow) but absolutely something we could fix with more time
Yeah, that last level... Is that a troll? Because I eventually got through it but not via that maze... I assume that was intentional because you can eat out, then there a gap in the finish place wall. But yeah, fun game! It isn't very clear what's happened when you undo/lose though. And physics suddenly appear on the you win screen? Random!
It seemed that way, I managed through the maze after a few tries when I found that the larger size will block the drops. once the drops were stopped I could undo and race through before they blocked again. Was fun and I like the concept.
Yupp Noesis, precisely that. Not a super majorly fleshed out concept, but I'm glad the inspiration hit and it was reasonably clear that that approach could work :)
Ohhhh, nice spot indeed! That approach to the last level was not actually intended. It's more a case of blocking the bullets as a large amoeba and then quickly running through the maze before the bullets make it all the way through (I've posted a little walkthrough clip on the page now). But I'm glad you enjoyed! With more time, we'd have definitely added more feedback to say when you've died, undone and whatnot. And yupppp, the final room was just a flavour of another mechanic we'd might have wanted to add had we the time (like "lava" filling up a room, and having to burrow in and undo to avoid it).
The blocking and running was what I tried a few times, before I started exploring and found those tiny gaps. :)
what a funny experience, it's really surprising and not uninteresting but it lacks a little feedback, especially sound but also visual to help the player find his way around... the graphics are nice I really like the very arty spirit of the game but maybe the movements could be a little more physical... very original in any case
Aww, thanks for the review. We did try to go for a bouncy, fairly fluid kind of feeling with the gameplay and art so I'm glad that landed. I agree player aids, more guidance, feedback (especially with death and undo) and a full-on audio/ bgm soundtrack would elevated it. Such was the time constraint, but next time, we'll try to incorporate those!
Not bad! I expected that if you "undo" what you ate, the level should reset. Otherwise it feels like a legal cheat) On the last level it's easy to get out of the map, maybe that's the intention, but it looks like a bug. Otherwise, a fun little game!
Thank you! I guess the game was supposed to center around this legal cheat where you can undo, reducing your size and returning blocks, but you stay in exactly the same place. It made for interesting traversal through levels so you could strategically undo either to rebuild terrain or to change your size! And yup, definitely a bug in the final level :)