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A jam submission

Ocean Slime BallView game page

Submitted by Danes09 — 4 days, 17 hours before the deadline
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Ocean Slime Ball's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#152.8283.000
Overall#202.4362.583
Gameplay#222.3572.500
Polish#232.1212.250

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you use generative AI?
I used Bezi AI to help develop most of the game mechanics and used my own custom built tool the "Sprite to Soft Body 2D Converter" which was also created from scratch using Bezi AI to create the soft bodies for this game

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Comments

Submitted

Nice game. It took me a while to understand that I'm supposed to slingshot the ball but otherwise the game plays well. 

Submitted

sometimes laggy but good gameplay and design!

Submitted

Overall: The jelly physics are fun to play with and the audio details show some care, but the game loop is too thin and too short to feel like a finished experience.

What Worked Well:

  • Audio: The mine explosion sounds and the low pass filter to make them feel underwater are nice. The stretchy sound when directing the player is good too.
  • Visuals: The red UI arrows when dragging are a quality touch. I like the color palette of the assets.

Areas for Improvement:

  • No Consequences: I touched the bombs and nothing happened. If the mines have no effect and there is plenty of time, there's no tension and no reason to care about anything on screen.
  • Fling Mechanic: Releasing to fling the player doesn't seem to do much, especially since you can just drag across the screen anyway. The fling needs to feel distinct and purposeful.
  • Too Short: I touched all the jellyfish with a lot of seconds left and had nothing to do. The experience feels like a physics demo more than a game.
  • HUD Getting Cropped: The SCORE and TIME LEFT elements are cropped off screen.
  • "Time's Up" Screen: The end screen text and UI haven't been given any graphic design treatment. It should match the design language of the rest of the game. Text is also being cropped off screen.
Developer(+1)

Again thank you for another detailed review, apolegies about the cropping issue. We had 2 diffrent types of bombs in the scene the spiky one which explodes and damages the circle jelly slime on contact and the round non spiky bomb which explodes a few seconds after it detects the player nearby and not on contact (which was meant to encourage players to bounce them away with the slime ball), in either case the explosion should damage the player, was the round HP bar depletion not noticable? also may I ask did you play on pc web or on touchscreen? though this game was designed to work on both they may have diffrent performance and feel issues? Again you feedback was much appreciated. 

Submitted

I played on an M1 Mac in Chrome.

"round HP bar depletion not noticeable"

I didn't see it. I just dragged the character around without worrying about anything.

Submitted

Good attempt, you can do better than that. You can rate my game and leave your opinion starbound-paradis

Submitted

Feels cozy but active.

Developer (1 edit)

Use simple drag input to drag and throw the slime ball towards any direction, get the slime ball to colide and consume jellyfish for points, avoid the mines, try to collect as much points before the timer runs out. 

I can proudly say  my custom built tool for creating 2D softbodies which converts 2D sprites into softbodies, the "Sprite to Soft Body 2D Converter" was used to make the softbodies for this game,

If you want to easily & quickly add physics-driven soft body deformation to any 2D sprite in minutes, no custom shaders, no mesh editing, no extra physics engine required, then you can get my asset tool here.

Unity asset store link: https://u3d.as/3V9g

P.S the web build also works with touch screen for mobile devices

Developer

Demo video: