This is some genuinely innovative gameplay, really well done. Is it also God's punishment for me having a split keyboard? Perhaps.
Blobbert's a star, he's ready for the big time.
| Criteria | Rank | Score* | Raw Score |
| Originality | #5 | 4.647 | 4.647 |
| Fun | #83 | 3.691 | 3.691 |
| Theme | #93 | 3.897 | 3.897 |
| Presentation | #97 | 4.029 | 4.029 |
Ranked from 71 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
Blobbert is a sentient oil slick. He was born when a splash of oil from Dr. Slickter's mustache came into contact with an experimental, slick blob.
The gameplay includes slicking up rusty gears to get them moving, spreading fire via oil slicks, and a unique control scheme which makes controlling Blobbert a slick, chaotic experience.
This is some genuinely innovative gameplay, really well done. Is it also God's punishment for me having a split keyboard? Perhaps.
Blobbert's a star, he's ready for the big time.
Novel control scheme. For better or worse, it has a strange relationship with the flip screen camera. I particularly enjoy the physics objects in the world and the oil slick painting onto surfaces (even onto the physics objects, pretty slick!)
Thanks for playing! :)
For sections that require you to coordinate Blobbert between screens, I've found the ideal method is to use a cluster of keys to slingshot Blobbert and preserve his momentum to the destination. A "fling and catch" sort of approach. I'm sure there are many other viable ways of playing though.
Wild controls, as others have said, was there any games in particular your team leaned on for inspiration?
Feel like this control scheme could make a ton of interesting games.
Thanks for playing, glad you had fun! :)
Bartticus brought up Carrion as inspiration early on, but that is primarily related to the way Blobbert's softbody behaves and reacts to things. The controls themselves were mainly inspired by our own games.
My BigMode 2025 Game Jam submission was a Tower Defense game where each tower correlates to a key on your keyboard, and they are powered via key presses. This was ultimately our main inspiration for the control scheme. In practice it doesn't control exactly the same since the keyboard in POWER SUCKERS is used for resource management instead of controlling a character. But we love the unique sensation of a game that uses your entire keyboard, not as a typing accessory, but instead treats it as a giant 30+ button controller.
Tqkes q ;inute to get used to the control sche;e qnd the q;ericqn keyboqrd<
But once it's done, it's so wonderful.
Incredicool idea and superb execution, perfect jam scope. I loved playing blobbert, i love blobbert as a blob and as a bert, and i hope his days outside the lab are filled with discoverob and growthert.
Thank you so much! :D You win a special medal for remapping your keyboard to QWERTY just to play. The post-jam update will have an option to choose your keyboard layout, in case you want to come back and try climbing the online leaderboards!
Blobbert will put you on his world-travels post-card mailing list :) Thanks for playing!
Totally valid critique! Then again, most Funmath/Computer Lab games also seemed to have a halt in progression when the "puzzles" suddenly jump absurdly in difficulty, so maybe we're just going for accuracy in the genre ;)
Nah, I agree, the pacing would be improved by speeding up the fish tank and flame-trail puzzles. Thank you for playing, I'm glad you love Blobbert! :)
Whooooa!!! This has the most originality of any of the games I have encountered in the jam I think!!! Are there any other games where control the character like this??? Very impressive!!!!!!
Thank you, we're glad you enjoyed Blobbert! :)
The game I made for the last Big Mode Game Jam was a Tower Defense game where you power the towers with a similar control scheme. It doesn't really play like Blobbert in practice, but it gives you a similar level of "intimacy" with your keyboard. Enter at your own risk though, since I'm pretty sure Bartticus (the other Blobbert Dev) and I are the only people in the world who are good at POWER SUCKERS.
From a design standpoint, full-keyboard control scheme games are genius, with 'Keyboard Sports' being the absolute GOAT of the format. And here comes Blobbert, making a valiant attempt to come as close as possible and that from a game jam title!!
The art is unique and charming. The physics spectacle is fun to watch even on the first couple of screens when you’re not fully in control. There was one point where I mashed out “ouijhyghvcfddbcdvcdcdcbvnnmnkjioo089786” followed by “12dfr56987yuhghbvcdxsssw” in the next screen, which was really hilarious.
The soft-body movement and momentum feel are strong enough that once it “clicks,” you stop looking at the letters and start playing by hand shape (“Monkey Paw,” “Tiger Claw,” and “Hulk Smash”) and keyboard geography. The sync-up with what’s happening on screen is inventive, memorable, and bold.
In addition to the visuals, a lot of effort went into building a finishable story with structured level design: corridors interluded with puzzle screens. The build-up is gradual enough, and the punishment of rolling back to previous screens is genuinely painful.
At some points accidental movements against objects make a sound, which is nice. What it misses, however, is some form of feedback or guidance through visual cues for all the other possibilities. Dripping water, glowing lights from the room above, or similar subtle hints are easy ways to help the player without feeling like a “GO HERE DO THIS” tutorial. Adding seemingly useless but reoccurring objects (like a companion cube blob) in rooms also encourages experimentation and happy accidents when placed strategically.
The only real catch is that the mechanic depends entirely on technical stability. When it runs well, it feels intentional and slick. When it doesn’t, it feels like Blobbert has unionized against the frame rate. The ambitious “press the entire keyboard” system also allows for brute-forcing edge cases, so input desync or stuck keys become very visible very quickly. But because the game is so visually and tonally joyful, it earns a ton of goodwill, enough that most players will overlook those issues. At least I did, even when it crashed at the end. Twice.
The core idea absolutely works. For a game jam, this is one of the most original entries, and despite the technical stress-test-layer doing its best impression of a hidden difficulty setting, it’s one of my favorites of this jam so far.
For a full version, the priorities are clear: stabilize performance, clamp the physics behavior, and add feedback. Then Blobbert stops being “funny but volatile” and becomes “brilliant and reliable”, which is a much more dangerous creature altogether.
Ps. I didn't test it, but do you support Dvorak, Azerty, etc.?
Thank you for the crazy detailed write-up! Sorry you got the beaker crash twice, that is a real gut punch 😭
This is all valuable feedback, and you essentially laid out our post-jam priorities. Uncouple performance from the game breaking issues it causes, do better at introducing mechanics/areas, polish up the environments to match the quality of the hand-drawn assets.
The jam build of the game doesn't support other keyboard layouts, so that is another good thing to add to the post-jam updates.
Thank you for playing Blobbert and understanding the vision! :)
the whole control system being tied to specific keys has been the most unique game mechanic i have ever seen and honestly it made the game stand out so much! was super fun puzzle solving but i did have some lag spikes when the flammable chemicals exploded, but that did NOT detract from the game! overall fantastic job :)
wow such unique movement and love lil blobbert! the artstyle is great and honestly one of the most interesting jam entries!
I loved the way this controlled! This was a very fun and inventive game, one of the most unique of the jam. It had a great artstyle too. I was surprised at how much content you managed to pack in here while having the mechanics work perfectly. Great job!
This was super interesting! I really appreciate this one. I ended up "drawing" along my keyboard with 2 fingers almost like it was a touch screen to move blobbert around. I don't know if that's the intended way to do this but it was working out pretty well.
Unfortunately the fps starting tanking on me and the game eventually froze before I could finish it but I think I was getting pretty far.
Really cool idea, well done!
That is certainly one method, everyone Blobs in their own way! It does get easier the more keys you're pressing, I've found "mashing" a region of the keyboard is the best way to move quickly. Past 5-6 keys you might get diminishing returns, spreading yourself too thin, so that's sort of the sweet spot.
Sorry for the performance woes, this is definitely something we'll work on for a post-jam patch. The physics also get pretty wild at low frames we noticed. Thanks for sticking it out and giving Blobbert a shot! :)
This was an amazing experience, very clever, very difficult until you give in to the button smashing. I did not know I was so unfamiliar with my keyboard until I played blobbert xD very well done, super polished, very charming, very slick. I played quite a few of the jam entries, this one is easily one of my favorites, it really shows that you had fun creating it, such a unique mechanic, I want to see more experimental mechanics like this in the games industry as a whole, very well done! Have a very good rating, well deserved! :)
Reminds me of QWOP, except actually fun. Was looking forward to this ever since I saw a bit of it on Bonejacq’s stream. Really fun ideas explored. I did get stuck at the first flammable beaker part, I thought the fire would hurt me and that I somehow needed to push the beaker to the flame. But making the trails leading to the beakers was pretty satisfying.
This is amazing! Super unique movement thats a lot of fun to play arround with. Great Work!
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