Really fun! I liked how the music changed between platforming and building. I wish there was a way to restart the platforming without building, it was a little annoying to have to click start every time, and the later levels were a little too big, I felt like I spent too much time building. As well each level felt like I had too many blocks, the final level I was able to block off all the enemies and make pretty much a solid platform from start to finish. Maybe add a feature where you get a higher score the less blocks you use? All that being said I played right to the end and enjoyed it all! Thanks!
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Blooey's Path's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #2 | 4.333 | 4.333 |
| Overall | #5 | 4.000 | 4.000 |
| Audio | #7 | 3.810 | 3.810 |
| Fits the Theme | #8 | 3.857 | 3.857 |
| Art Style | #11 | 4.048 | 4.048 |
| Creativity | #13 | 3.952 | 3.952 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Yes we have made the prototype really easy, with hopefully future updates where you can make it more challenging by choosing your difficulty level - harder difficulty has fewer blocks to use. We have also though about star ratings depending on the no.of blocks used. Thanks so much for your feedback and playing the game. I'm glad you enjoyed it :)
Amazing!!! The gameplay is the best thing. I like how Blooey controls. The shortage of blocks leads to seperation of platforms which adds more platforming element into the game. Which is great and an interesting additon to a puzzle game. One thing though sonetimes I land on a platform and just slip off. It can be kind of infuriating. But overall an amazing submition. The level design is the best thing about the whole game. You did a great job guys!
P.S. But what was before the Blooey? Guess we'll never find out.....
It's insane to me just how polished and clean you guys managed to get this game in a week, to the point that it's inspiring to me as someone very new to the scene. That final level was terrifying and I definitely had to edit the level at least 10 times, but who's counting?
The animation is so smooth, stuff like the squash and stretch based on fall distance/gravity is super nice to see in action. Movement mostly feels crisp but maybe just a LITTLE too slippery for my personal taste. Level design is well-varied and not too much is introduced; it never feels overwhelming, which I think compliments the simplicity of the game's overall idea very well. Sound design is nice, but I feel like the visual quality outshines it a bit in comparison. That being said, I do like the music choice, and having it cut to that eerie track at the final level definitely got me a bit nervous for what was to come.
Altogether, Blooey's Path is a finely tuned game that clearly had a lot of love and hard work put into it. You guys really killed this one.
What nice animations! I love the Super meat boy game and it reminds me about it. I like how you get this responsive animation, it feels very smooth! IDK how it fits the theme. Music is also great!
Very very very good game. I love the fact that you have to create your own platformer. The game feels very polished too. Great job!
Holy cow that was awesome!! It was so much fun and felt super polished! I intentionally made it hard for myself by using as few blocks as I could, and I love that I had the option to do that. Good job guys I fricken loved it!! <3
very nice idea. I think there are a few problems with it tho. The best strategy for building levels is to first box in the enemies with stone , then build a way with the remaining stone and platforms and thats it really. this leads to very slow and save gameplay. especially because there are always a lot more materials there than needed which makes it very easy and lets the game feel very samey all the time. The fact that there are a few more levels than necessary does not help. The last level is the best one because you actually need to prioritize speed over safety what makes it so much more interesting. In my opinion there could have been a lot more levels like that one.
Another criticism is that the platforms are not really that useful. there is no reason for them to be on way because it is never needed in the level design. That fact and that there are just too much of them makes them feel a lot less valuably when constructing levels.
The art is nice. Not amazing but really well done for 7 days. And the music fits well and gives it a very chill vibe.
But despite my criticisms I enjoyed this one a lot and I wouldn't have written such a long comment if I didn't care.
Keep it up
Hi, thank you for your feedback! It is very much appreciated and is something that we have thought about as well. We made the levels intentionally easier because you will find that most people skip the game if it's too hard. For example, I played your game earlier yesterday and I couldn't get past the place where the skin comes, the game mechanic was a bit hard to understand as well. I think for a game jam we should be aiming at an easy skill level (that gives me an idea to include maybe three modes in our game - easy, medium and hard) We also wanted to create a reward system for using less tiles - but only so much you can do in 7 days. I agree about the use of platforms being redundant in certain levels - it certainly needs a bit of polish there.
I'm glad you enjoyed the game and your feedback was amazing! Thank you for taking the time :)
The reward for using less tiles idea would have made this game so much more replayable but yeah in game jams you can only do so much before time runs out.
In regard to difficulty I don't think game jam games have to be easy , they can obviously, but in my opinion it shouldn't be a rule to make all games easy. It's important however to ease the player into the experience with an slow start and then slightly increasing the difficulty to the point where you want it to be. The problem in my game however was that the mechanics aren't clear enough for some people, even if the platforming is easy, the mechanic needs to be understood. The reason my game isn't that well explained is because of speedrunning reasons btw.
Oh yes it definitely should not be a rule but it has been our experience in the last 3 jams so it was kind of an unanimous decision on the difficulty level. That being said we are working on future updates and would hopefully release it keeping in some of the difficulty levels in mind.
I think your game could've done with a tutorial or something. I really liked the art style and I was afraid to leave a feedback on your page as I did not want to come across as a noob when I couldn't get past a point lol But I enjoyed your game and especially the quirky sound effects. Again they could've done with a bit more variation. A tip - I usually create a min of 10 sound effects for each action/visual so that they don't get boring. You can have an algorithm to randomise them in your sound manager script.
Its a great game. I loved it. It was so extremely polished. The animations are really good. The music was chilly and I like it that it gets more intense in the Play Mode. The physics/jump/run are very smooth and high quality. Its a cool idea that you first have to create the path and then play the level. It had the right difficulty for me. Many Jam Games are very hard ord very easy but this felt right for me
Really nicely done! The game was extremely polished especially for a game jam game! The music was nice and chill to play to and the concept was really well executed and fit the theme. I was thinking of creating a game similar, but it seemed a bit too hard to implement. But, you did it and it was really well polished, great job! The one thing I'd have to say if I needed to say something was that the player was able to walk straight if you placed blocks on every other slot. I don't know if this was intentional or not, but it made some levels pretty easy (which can also be a good thing because you do not want the game to be too hard). So overall, really well done!
Hey thanks for your kind feedback and yes the easy diffculty was intentional. As Musehive stated we have had previous jams were we made the game too hard, so this time we made sure the game is easy by giving way more blocks than the player need. But if you want a little extra challenge then you can try to win with as little blocks as possible.
It seems to be a good game but there is a big bug when i chose the plateforme for exemple in lvl 2 after i can't change the kind of block so i'm unable to play correctly. Also i found that the jump is maybe to speedy and too high compare to the size of tiles. By the way it's a nice game the levels are realy nice art style too and you do 16 levels well done.







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