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Gloopers, Assemble!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art / Graphics | #38 | 4.167 | 4.167 |
| Controls / UI | #57 | 3.500 | 3.500 |
| Sound/Music | #77 | 3.417 | 3.417 |
| Overall Fun | #85 | 3.500 | 3.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Human made
Genre
Strategy
Turn-based | Card Games | RTS | 4X
Rating
Family Friendly
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Comments
Hey skymanvn, I checked out your game on stream, you can check the recording here:
I did have a lot of trouble discerning what the rows were actually going to do. And then it felt like I made a single small mistake and could never recover. I talked at the end about potential solutions, and I even speculated whether this game truly needs to be a roguelike. I think a series of puzzles would be a lot more compelling to me based on what I saw (which admittedly was very little). Anyway, hopefully some of it is useful to you!Thanks a lot for checking out my game on stream and your detailed feedback! Your suggestions on readability, progression, and game format are really helpful!
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
While I really like your concept, I was not able to get into the game and enjoy it longer, the 8 bits short loop music really hurts my attention, and the tutorial felt like a few steps were skipped, it's more of a hassle but its important to break up the tutorials into introductory beginning stages, I was pressing around to see what key would change what, there are much to be desired for the tutorial, otherwise the core game seems solid. Keep going with polishing this one.
Thank you so much for your honest feedback! Tutorial polishing is at the top of my to-do list. It's also unfortunate that in the version you downloaded there was a major bug, which has since been fixed. Upon game restart, you faced the carrot (boss of the floor) instead of the bear (starting enemy). There is gradual onboarding of the enemy skill, so you were unintentionally bombarded by multiple enemy effects.
This was a really cool spin on the falling block puzzle genre. The tutorial had me a little confused at first, and it took me until after to realize that all I really needed to do was form math equations with the block lines. But once I got that down the game became a lot of fun. Having to balance between setting up lines for attack and defense was also a nice touch.
My only complaint is that at one point my lines got pretty high up, almost to the cutoff line for defense. And as I was trying to clear a horizontal line that high, it instead kept clearing vertical ones. I guess the game prioritizes clearing vertical lines over horizontal, but that can sometimes lead to you being stuck in a loop where you can't get an attack going.
Otherwise it's a really cool game, I'd love to play the finished version when that comes out.
Thank you so much for trying my game and the feedback!
If you don't mind some follow-up questions, did you get past the bear enemy? Later enemies alternate between skill phase (non-damaging, no vertical clear) and attack phase (damaging, force and prioritize vertical clear). I'd like to hear your thought on whether that design pattern somewhat address the unpleasant feeling being stuck in defense.
Thank you so much for the very detailed feedback! I have a couple of follow-up questions, if you don't mind:
Hi skymanvn! I really enjoy these block falling games and seeing one with a roguelike twist was really fun!
Started in the tutorial, just a couple of little notes
For the game itself
I know I've been a little negative and I'm sorry, but I really do think that this is such a fun and interesting idea and the block falling section plays super well and smoothly and I had 0 issues with it at all. I just feel like there's either a couple of things that could be simplified OR some more gradual onboarding into the complexity is needed (Slay the Spire's slow mechanic introduction by not giving you all of more complex the cards until you level up a bit by playing the game is a good example of what I am talking about here). I hope you continue on with development would love to see what it becomes when you are done!
Not at all! Much appreciated for your honest feedback! I am aware that the tutorial needs quite a lot of rework and am glad for such detailed descriptions of the issues you faced. I have a couple of follow-up questions if you don't mind:
On a different note, do you mind if I add you to a list of potential testers for future builds? Totally understandable if you are not keen though!
This was really fun! A nice refreshing twist on the line clearing block stacker. Some general comments:
The VOD of the review is linked below, and will be available for 60 days from the day of broadcast:
https://www.twitch.tv/videos/2870092300?t=0h54m40s
Much appreciated for trying my game on stream and leaving such detailed feedback! I've checked out the stream and it was really helpful to actually see live reactions to the game mechanics (this is my first experience with streamers jam).
what a fun and addicting take on a classic!!! i love this and really enjoyed my time playing. besides the game mechanics, the art is also looking polished and i love the character designs. the only out of place thing that happened is that i was in the middle of the battle against the bat and the music stopped looping. overall, a very promissing game, congrats!
Hi lina, much appreciated for giving my game a try, and for the encouraging comments!
In case you don't mind some follow-up questions,
1. i skipped the tutorial, sorry.... i think many people are impatient and do that, so you could consider a tutorial that is part of the first round of playing?
2. i did consider the equations, mostly just avoiding losing too many points
3. the visual indicators were super clear to me
I love it, it's really fun! I don't understand at all how making the lines and the equations work, but even with that, I had fun.
Like, I made a line and I thought the number next to the plus or minus made the equation, but it took other numbers instead.
I couldn't tell when it was a shield or when it was damage.
I didn't pay attention to the deck, I didn't notice that is there until I read what feedback you were looking for.
I mostly just cleared lines, tried not to lose, and beat a few bosses.
The art is amazing! Maybe adding a background or even a simple parallax could make it even better. As for the rest, I love the slime, the bosses, and the UI.
This is a really good game!
Thanks for playing and your kind feedback!
In case you don't mind a follow-up question,
i'll be honest, i didn't i just press play like i always do
Nice game congratulations :)