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A jam submission

Gloopers, Assemble!View game page

A roguelike with turn-based falling-block combat system.
Submitted by skymanvn — 9 hours, 34 minutes before the deadline
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Gloopers, Assemble!'s itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#384.1674.167
Controls / UI#573.5003.500
Sound/Music#773.4173.417
Overall Fun#853.5003.500

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

Submitted

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!
Developer

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!

Jam Host(+1)

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. :)

Jam HostSubmitted

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. 

Developer (1 edit) (+1)

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.

Submitted(+1)

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. 

Developer

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.

Submitted (5 edits) (+1)
  1. Very fun concept! This is very experimental and I love that. I missed the tutorial (that's on me, I do see the giant glowing text), went back to it, and beat the game.
  2. When doing defense vertical clears, only the vertical that clears have their gloops drop. This created many runs where I bricked my board, unable to do horizontal clears and just stuck until I overflowed the board. I think everything should just drop like Tetris, more instances of combo clears is probably more fun since those are the highlight moments. I understand the intent that vertical clears drop vertical and horizontal clears drop horizontals but I am not sure that is worth it.
  3. It seems like the game just takes the first number when reading the equations on clears,  I wish it took the biggest number before an operation. Although this might work against "-" and "/" operations. 
  4. Placing big numbers in a vertical or horizontal together should intuitively be a good thing but not in this system.  Maybe something can be changed about that? This point does not feel as important, just something I had to figure out. 
  5. Overflow happens instantly, maybe some lag between gloops touching and placing.
  6. I almost never looked at the shape deck or block deck UI, might just be me, but I was constantly staring at the UI  under the enemy. 2/5 of the screen was UI I never looked at and that 1/5 under the enemy was all I stared at. I think it is just too much info in too short of a window for players to digest, a coming up next UI might be better. From my playthrough the UI I was searching for the most was Turns Until Attack > Enemy Block/Enemy Block Cooldown > Enemy Attack Value > Enemy Health > My Health (probably cuz there's no heal and it is what it is. I can't do anything about it).
  7. Really like the gloop (the color and shape made them very distinguishable).
  8. I really like the enemy designs.
  9. The attack/shield animations are really nice. 
Developer

Thank you so much for the very detailed feedback! I have a couple of follow-up questions, if you don't mind:

  • How did the enemy's confusion skills feel? Did the visual cues make sense after you realize about the input swaps? Did it feel interesting or unpleasant to deal with?
  • How did you feel about the carrot hiding? Unpleasant to deal with?
  • Does your point 5 refer to at the top of the screen if some gloops occupy the middle of the top row?
  • For point 6, if the automatic fall rate of piece (without player input) is lowered a lot, or zeroed, do you feel the mental load would be somewhat lifted and you have more room to consider more of the provided info?
Submitted(+1)
  1. The enemy's confusion skills weres interesting. It was just the right amount of unpleasant. The visual cues were really clear, I got it instant.
  2. The carrot hiding was not a big concern in my playthrough. I do remember not attacking and setting up instead when he was hiding so I would say it worked as intended. The carrot also went back down to 2 armor which made the attacks easy to land when he was not hiding. At that point in the game getting a score of 2 felt way easier than the 3 on the bat.
  3. Yes at the top of the screen. Although it was really only ever a problem if my board got bricked with blocks not falling.
  4. If it was zero out then yes it would give the player all the time to think about their next move but it would undermine a lot of the other mechanics of the game currently. For example, the enemy confusion skills would no longer be impactful.
Submitted

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

  • The first move you are getting the player to do is drop a 2 piece item into a 1 piece slot, but don't tutoralize the rotation so it felt to me like I was doing something wrong and had to exit out of the game screen to see the controls because intuitively I wanted to press R for rotate, which pulled me out of the experience (specifically on your main menu screen controls: players unfortunately don't read a lot of the time and I am totally guilty of this)
  • Your tutorial has a lot of text after the 1st move, so much so that I forgot half of what it was saying, you may want to split things up a little bit because there is A LOT of information to take in with the math equations
  • Unfortunately I came out of the tutorial really not understanding the game outside of fill things horizontally to attack, fill things vertically to defend, how things were calculated was totally lost on me

For the game itself

  • The items not falling after being cleared really threw me off, but that's probably more of a me problem then the game itself so take this point with a grain of salt
  • With everything that was going on I started to totally ignore the values on the blocks themselves and just started to place things down to create lines vs actually thinking about what was going in those lines. I'm not sure how you would reduce cognitive load on a new player around this, but it is a lot
  • And sort of playing on these 2 above points I really just found myself reacting defensively to what was falling down sorta like "Ah! I just need this to go somewhere, wherever so I can clear out at least something so my board isn't totally scuffed"

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!

Developer (1 edit)

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:

  • How did you find the enemy shield system? Too frustrating?
  • Did you manage to beat the bear enemy and get to the bat enemy? If yes, was the effect of the enemy skill ('confusion') properly communicated to you via visual indicators?
  • In terms of cognitive load, aside from a more refined tutorial section (which some players skip by default, unfortunately), do you feel it would help if I add some visual guides on which blocks, for the current board state, will be included in the equation? I was thinking of implementing it but maybe as one of the starting options for power-ups.

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! 

(1 edit) (+1)

This was really fun! A nice refreshing twist on the line clearing block stacker.  Some general comments:

  1. It would be good to introduce the controls to the player during the tutorial.  I was able to guess the correct controls coming in using prior experience, but any game could be someone's first game.
  2. it's not immediately clear how repeating blocks will behave (ie. more than one operator or number in a row)
  3. It's not tutorialized that equations resolve left to right for attacks and also top to bottom for defense
  4. It would have been nice to know that creating a negative value hurts the player instead
  5. The defense line muting out any tall stacks is a little confusing.  It initially seems pretty punishing, especially since it's an unknown mechanic.  It might be enough to know about it in the tutorial.
  6. It's not too clear when a block falls to the bottom or if it just drops one line after a clear. (seems verticals drop all the way down? and horixontals only drop one line?)
  7. the randomness of the next block feels like it takes a little of the player's agency.  The complexity of anticipating the next block (or possible blocks) is like trying to play two simultaneous games of blackjack.  Rather than trying to orchestrate combos I felt like I was simply reacting to the next block without planning anything.  There is a good cognitive harmony with the combat for it, but the player will be missing out on dopamine hits from high skill line resolutions.

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

Developer

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).

Submitted

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!

Developer

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,

  • Did you find the tutorial helpful?
  • Did you find yourself deliberately placing pieces to form equations, or mainly focused on placing pieces just to clear lines?
  • Was the visual indicator of enemy effect (such as Bat's confusion swapping player inputs) clear or did you feel some text description of the enemy skill is necessary? My concern is whether having texts will be too distracting / cluttering
Submitted(+1)

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

Submitted (1 edit)

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!

Developer

Thanks for playing and your kind feedback!

In case you don't mind a follow-up question,

  • Did you try the tutorial section? I did explain when the shield is shown, was the explanation not clear for you?
Submitted(+1)

i'll be honest,  i didn't i just press play like i always do

Submitted

Nice game congratulations :)