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BLOB's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #27 | 3.615 | 3.615 |
| Enjoyment | #46 | 3.000 | 3.000 |
| Relevance to the theme | #47 | 3.308 | 3.308 |
| Overall | #59 | 2.969 | 2.969 |
| Metroidvania | #75 | 2.692 | 2.692 |
| Execution | #85 | 2.231 | 2.231 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
We interpreted the theme by focusing on minimalism, whInstead of only making the mechanics and style simple like other games, we incorporated the theme directly into our story. We used a minimalist art style with a limited color palette to reinforce this idea visually. In the plot, the player’s goal is to defeat a boss who obsessively collects items, which contrasts with and the idea of minimalism.
Team/Developer
merniebadoff, pinellia
Reference info
bk_footlettuce, jiayi_o
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Comments
I’ll have to echo what most of the other comments are saying, this is a very confusing control scheme. After finally getting up the elevator and trying to jump off of it, the camera helpfully decided to shift 180 degrees and make me fall all the way back down again. Difficult to judge depth too, I don’t think the fixed perspective is really doing the game many favours here. The style you got down is very good, everything looks very nice. I managed to beat the game, although I might’ve skipped something, not sure if I’m supposed to be able to just jump over the door to the final boss? An interesting entry for sure, there’s potential here but it’s held back by the jank.
Very cute art style, definitely the highlight of this game!
The controls were a bit confusing at first, since the page doesn't mention the mouse at all, so I thought WASD with the player facing to the right was just how you were supposed to play the game for some time. It might have been better suited to just stick to WASD, since the combat is simple enough that strafing wasn't really something that ever needed to come up. The platforming segments in the taller room with the isometric camera were also quite difficult, since it was difficult to tell how the next platform to jump to aligned with the previous.
Jumped and fell out of bounds in the monitor room and got stuck in the wall forever. Oh well. Visually this was easily one of my favorites this jam, super cute and cool, very charming, loved everything about the style except for the constant noticable flickering of shadow borders. As for the gameplay, in my opinion the platforming wasn't a great choise with the orthographic camera, and I didn't really get the cursor centered controls. Combat wasn't very satisfying either. The gameplay just didn't engage me enough to push through the platforming section a second time and go back to finish the game, so my legacy will be forever etched in this corner. I feel like with some fairly small tweaks and better thought out combat though this could have been a really great game though, so nice job!
This game looks great but it's quite janky. The pointer relative control scheme felt very alien which is not necessarily a bad thing. But it seems to be a bit broken because the slime doesn't actually look at the pointer most of the time.
I enjoyed the story and dialog. If you develop this further you should probably make the dialog boxes larger. I also accidentally skipped through a bunch of them and I had to restart.
I think the camera is very jerky, it made me fall while platforming many times! The art was super cool, and the lore was nice too. Combat was pretty bad, I feel like the weapon should have a longer range. I liked the experience though, good job!
The shifting camera is jarring especially while fighting and the controls are really finnicky, I love the visual style, i love it, its really nice. Love the dialogue, I think the connection to the theme is on the weaker end but still really interesting, and you did it in a way that i havent seen done before
Lovely little experience. The game was nice looking and had a nice interpretation of the theme.
The perspective and movement had to be the most confusing thing. Isometric in itself is very nice, but here the player movement was relative to the direction of the blob and not to the perspective itself, which got confusing fast. Add to it the frequent camera angle shifts and you could easily miscalculate a jump, which happened to me a lot in the vertical shaft.
This is pretty much my only gripe with the game. I loved the flavor in the dialogues and the funny touches. Nice work.
I like the visual style and the idea of changing angles to help see better is appreciated. The blobs look cute too. However, if there is one thing holding this game back, it is the controls, and I know exactly why.
When I first started, I just assumed all the wasd controls were reversed, because pressing w was making me move down, pressing d was making me move left, etc. I also didn't know how to attack at first, until it occured to me that this might be a mouse AND keyboard game. Once I moved the mouse, I was able to attack fine, and moving left, right, etc. seemed to work like I originally expected.
Except they would occasionally change, and it took me a moment to realize: The move controls currently are not set to act relative to the camera, but relative to the direction the character is pointing. in short, tank controls, but you can point them with the mouse. But combat involves changing which direction your character is pointing, which makes the mouse combinations to move up-down-left-right change as well. In the end, this makes it very unwieldy to move around, both in combat and for jumping. The elevator shaft probably demonstrates the issue most, because there is a near 180 degree shift in perspective, which means you can easily end up moving off target from the small platform you need to jump to.
What I normally would do, is this:
Have a basis that you use for movement. Move the character relative to the x and z axis of the basis.
If the characters stops, the basis is set to align with the camera's orientation (minus the tilt up and down, you still want left right up and down to be parallel to the camera). So, for example, if the camera generally faced northwest, pressing W should also move you northwest.
If the character is moving, don't change the basis orientation, because then the player is going to get confused or accidentally double back or slam into walls.
I like how you used the theme in the plot though! Keep up the good work!
Thank you for the feedback! It;s very helpful. I am happy to see that you like the visual style and the blob too!
I'd love to see the camera focus on an invisible object that more smoothly moves towards the center of mass of the Slime, rather than so directly targeting some point on its constantly jiggling body. Unfortunately the combat was really not for me - couldn't get a sense of how to deal with anything with how infrequently I could attack combined with the movement and 45 degree camera pivot towards the first hallway.
Really awesome visual style and extremely satisfying jiggle on the player character. Smooth out some rough edges and this feels closer to a 'real release' than most jam entries I've seen. Great work!
Thank you for the feedback! We agree that the camera movement is dizzy while cobatting and we will keep iterating on this. Really glad that you like the visual style and blob movement!
The writing is funny! Some parts are difficult to move in with the shifting camera, but the artstyle is cool :)
nice art and fun dialogs, i liked it!