- 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.
- 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.
- 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.
- 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.
- Overflow happens instantly, maybe some lag between gloops touching and placing.
- 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).
- Really like the gloop (the color and shape made them very distinguishable).
- I really like the enemy designs.
- The attack/shield animations are really nice.
Viewing post in Gloopers, Assemble! jam comments
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?
- 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.
- 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.
- Yes at the top of the screen. Although it was really only ever a problem if my board got bricked with blocks not falling.
- 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.