It reminded me of Agar io. Good job.
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Decay's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #4721 | 2.900 | 2.900 |
| Creativity | #5205 | 3.133 | 3.133 |
| Audio | #6142 | 2.433 | 2.433 |
| Artwork | #8286 | 2.200 | 2.200 |
| Narrative | #9708 | 1.467 | 1.467 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
a countdown based decaying agar.io like game
(Optional) Please credit all assets you've used
see description for full credits
Comments
clever way to combine a classic game with the theme! i think it's a bit easy to get into dead zones on the map, but other than that i had a great time playing.
i felt like i couldve used a bit more guidance on how to play, but i did figure out you can shooop up larger entities!! love that sound effect haha
Fun take on an agar-io-like. I never really found a good reason to shoot projectiles, I didn't feel like they accomplished much beyond losing me mass. I like the upgrades but wasn't really sure how to make good use of them. Nice clean aesthetic.
Thank you for the comment. Basically, the idea behind shooting out an unowned blob as a projectile adds to the overlap-slowing mechanic. When you want to chase someone, you might want to shoot a projectile to slow them; on hit, they'd choose between escaping, but you should have a better time chasing them because of the slow effect, or absorbing your projectile (which also slows) and fighting back. When you are escaping, the chaser is faced with the same options: to be slowed by your projectile or just absorb it, plus shooting it out has a recoil which gives you a little boost. I didn't have the time to tune the numbers and how much it slows to make this a more powerful mechanic, but generally I like how it plays into the whole system. Thanks for your constructive comment!
Fun countdown concept on a well-established game. I'd love it to be played online with actual people. I sometimes had framerate issues when there were a lot of items on the screen (played on Firefox).
Nice idea. I liked the simple aesthetic, the animation on the title is a good touch.
Cool aesthetic and effects, can see the Agar io inspiration for sure. I wish there was some way to split yourself like in Agar io to gain speed without just losing all your health. It was really hard to chase little guys around without becoming as small as them, but then I couldn't eat them. Either way a good twist on a pretty classic game that brings out the theme of this jam!
Thanks for liking the aesthetics! Not having a split was an explicit design choice because I intended to make overlap and speed penalty a core mechanic. Adding splitting on top kinda breaks the design and the simplicity of each in-game entity's one-to-one ownership system. The speed problem in my design is supposed to be balanced out with the speed upgrades, making the core game loop as follows: absorb -> grow -> upgrade -> repeat. Since you can upgrade infinitely, you can use the upgrades to offset the speed penalty of growth. I must admit that the time window was too short for me to properly tune the numbers to a more desirable state, but I think as a jam PoC achieved what I'm designing for. Thanks again for your constructive comment!
Yeah... It is difficult to tune it to a balanced level and have balanced NPCs within the game jam's time window. The spawn rates for unowned resources should definitely be increased to help the player live longer. It probably makes better sense in a multiplayer setting (agar.io), which would probably be more balanced (with some amount of player base of course XD). Thanks for the constructive feedback!
This game was really fun, I wish I could keep getting bigger and bigger but I got too slow and food ran out


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