I don't have time to write out a real review, but I did stream your game here:
Play BlobQueen
A Blob Queen's Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #527 | 3.400 | 3.400 |
Theme | #700 | 3.240 | 3.240 |
Innovation | #731 | 2.960 | 2.960 |
Audio | #732 | 2.840 | 2.840 |
Overall | #733 | 3.033 | 3.033 |
Game Design | #833 | 2.960 | 2.960 |
Fun | #912 | 2.800 | 2.800 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
You are controlling a Blob Queen, a species that absorb its children to grow bigger, heavier and STRONGER. (So by being together).
Also it means that without absorbing them (or after expelling them) you are weaker, but also lighter and smaller, which is a mechanic I tried to use in this game.
Did you write all the code yourself and made all the assets from scratch?
Yes. The only assets I did not do were the fonts.
Comments
There's a real wholesome warmth to this game; somewhere between the cute bouncy animations to the lighthearted faces and the thick character outlines there's just something calm and sweet.
However, I found the first few moments of the game quite overwhelming, and quite far from that aesthetic which made lowering myself into it a bit more complex. The strangely laid out menu and the big ol' wall-o-text controlsl were too much for my brain to handle on entering. I think it was made a bit more complex by me not knowing what the "merge" and "drop/split" were going mean in the game, so I immediately forgot the controls and had to go back to the menu... haha. Finding some way to introduce the mechanics organically coul be nice. Not necessarily a tutorial but just some more obligatory progression.
I also appreciated you giving the player agency to choose the music, but kind of felt that by choosing it yourself you could have had a much tighter hold over the audio atmosphere you were building with the game, which in turn would have had a big impact on the gameplay. I think it's also worth noting that the music starting as "off" is a little wierd as that first moment really sells the identity of the game, so the sound should/could be a big part of that :)
Overall a cute style and niice to see how many different systems you put in the game, but really nailing that mood early on and adding a clearer progression would have done a lot for me. :)
Nice review, I believe it joins what others said before, but putting in in different words and with your development helps me draw the lines of the problems with more precision, so a huge thanks!
The overall "organic" part of the game, the learning of controls and increasing of the difficulty is one of the key points I lack today, imo.
For the music, I agree. I would find it very fun to be able to set the whole mood of your game like changing tracks of a jukebox, and started with this idea with just the main theme. How good would it be to set a new atmosphere (theme, sound, colors and effects) like that? (I know the kind of work it require behind... but I like to dream big)
Thank you :)
Really interesting concept, I really liked it, and it fit the theme very well. The various music tracks were a nice touch, and I liked the overall visual design of the levels and enemies. I also enjoyed the shape inspired writing for the square.
The platforming was kinda finicky, and the movement could've been less floaty. I did like the blob's jumping animation though.
Overall, cool game!
Interesting play! I like the aesthetic you went for, and the musics are nice (I also appreciated the fact it's possible to switch tracks!). The dialogs were very funny sometimes, which I enjoyed too.
I'm not very good at platformers so I couldn't finish the game (yet) Also, maybe I didn't see it but I think it would be useful to allow players to check the controls again with the pause menu, because I couldn't find how to do that so I had to go back to the main menu... The last drawback I can see concerns the font, that I find a bit hard to read if the game isn't full screen.
But overall it was fun to play and has a nice feeling to it!
Yeah, fonts are terrible!! Last moment I thought "hey lets change it!", and could not really find something really good hahaha
For the controls, that is an excellent point, I think I will do that for the post jam version!
I am happy you liked my game, feel free to try to finish it or not, to your liking ;)
I like the world you've built in this game. Finding the various NPCsand seeing what they had to say was very enjoyable. I also like how your included multiple music tracks and gave us an option to switch between them.
Platforming seems a bit finnicky. Sometimes if I hit a wall, I get an extra jump, which doesn't look like intended behavior to me. I also think the game could've used given more direction. I didn't know the ghost slime totems spawned more children for you until I spammed keys next to them, and it was only later that I found the square NPC that told you what those totems do. That information should be given out much earlier in the game. I also wasn't sure what to do after I found the thief, the game didn't end so I assumed there was something else to do but I went through the whole map again and didn't find anything else.
Overall, it was a fun game and I enjoyed exploring the map. The setting and atmosphere was very well done, and I like the work you put into creating the map and the different NPCs.
You know the creator bias? "Well, they will get it!", and then as a player you are completely lost.
As certain as I am to know it, I am not exempt from having it haha
For the statue, I wanted to put the Squared NPC close to the first one, but then it would have been possible to have both the same NPC on screen, which was not possible in my mind, so I gave a small hint in the first dialogue and.... creator bias.
For the thief, you should have the "ending" after getting the perl you are searching for. I gave the possibility to continue even after to discover all secrets and NPCs (and wanted to add collectibles hidden all over also :p). So I guess here also: creator bias.
Thank you for the review, it helps! And I am glad you had a good time overall ;)
A very enjoyable game, I say!
I appreciate the overall atmosphere. There were many brilliant moments, subtly humorous, mildly surprising and smart.
I like the naive graphics. Especially nice is the fact that you left "soft brush and fill" artifacts on purpose. I call it the resistance of the material and it really creates interesting effects sometimes!
Chill tempo, the absence of tension seemed irritating at first — it was a feeling that the game doesn't know what to do. Because we're used to games constantly stimulating us, pushing us forward. But after some time I started to value this calm approach. I now think it's one of the unique features of the game.
There are nice level design decisions. Like, the ladder over the big pit with spikes, covered with the chappy platform looked senseless at first. And only later on I understood why it's there.
The main gameplay feature — absorbing and expelling the children — looks underdeveloped. It's just there. If you've focused on it, it would be deeper and more meaningful. Well, probably then we wouldn't have all those tiny moments with the scientist and the turtle. Nevertheless.
Overall I think the game would benefit a lot if you would focus on only one of its aspects more. For example, make it really puzzly by taking the absorb-expell mechanic to the limit by thought out level design. Or vise versa turn it into a little smart sitcom full of dialogues and expressive characters, maybe built upon soft exploration mechanics. I clearly see that you're capable of doing any of these.
There are quite a lot of technical issues and inconsistencies. I have the list and it's long) If you're interested, feel free to reach me at https://twitter.com/bulboka
Thank you for your review ! And a big one again ;)
As you saw, level design is the main thing I want and need to work on, I had struggles exploiting my mechanics through design and it shows.
The more the Jam goes and you progress, the more ideas pop out and you want to use them, I tried to not go overboard but I guess I still need to focus more on one idea before going with the next.
Your points are more than valid and it makes me see my concept and approach on different angles, sometimes angles that I knew they were there, but could not see clearly. Thanks a ton! It will help me improve ;)
And of course I would love to know your full list about things I can do to create better games! Unfortunately I do not have twitter... what about discord? (Shagar#2871)
It looks quite good and I had a lot of fun. But there are some changes I would mak to increase playability: The player animation sprite should never go outside of the hitbox, because it's only confusing and the text is hart to read in the controls menu in the beginning.
Thank you for playing my game and giving a feedback!
I agree with both those statements! Fonts were chosen at the last moment and are definitely not good.
For the sprite size, I had so much work left that I decided to let it like this, since the bigger part of the blob indicates the hitbox place, but I agree and would definitely change that. One question I would like to know your view on, should the hitbox change with the animation or should the animation always fits the box?
It fits the theme perfectly. My problem was that I forgot the controls in the game, but after reading them again, I really enjoyed your game!
I really like the concept and the aesthetics are good too. It feels like this game has a lot of charm which makes it more enjoyable to play. Unfortunately, I got confused on where to go and I couldn't find a way out. Overall, I still think you've done a great job!
Neat platformer, graphics had a lot of charm. Also had the same bug some other mentioned where the menu stayed open in game but I just kinda hit random buttons until it went away.
Kept getting an issue where the menu wouldn't go away even when opened, but changing my browser seemed to fix it, really good fun to play with cute character design!
You mean the controls at the beginning of the level?
I know there is a weird box for the button, and just thought when I woke up that it is certainly due to another invisible UI element blocking the raycast...
But you should be able to navigate with the arrow and space or enter on all UI element :)
Thank you for keeping up even with that bug, and glad you liked the game behind the menu :)
Pretty good game I would say. I have been always liking eating stuff and growing mechanics in games. I also like the design of the blob queen.
Hey, Can you check mine too? We made an arcade platformer about a blonde witch and her golem under 15 hours! Here's the link https://itch.io/jam/brackeys-5/rate/924290
Thanks for the rate :D
Thank you for sharing your game!
I like how much personality the game has. The aesthethic was clearly defined and making all the game by yourself was a huge challenge for sure, you should be really proud of how much you achieved.
As a thing that could maybe be improved, I got lost at the map one moment and didn't find how to continue or go back. It was were I could talk with a character near an enemy.
Anyway, awesome job and congrats on being able to do that much by yourself.
Thank you for sharing your game with us!
Thank you for playing my game, and I am glad you liked it!
I will keep your review in mind, a solution would be putting maps signs around the map, maybe. I did not want the player to know the full place, and wander around to discover, but I can understand it is not good to be lost like this.
Thank you for the kind review!
Cool game, I really liked the art style and the music tracks. I like that you added dialogue elements. The physics for the jumping could be improved a bit. I found myself clipping on edges sometimes after jumping on platforms.
This game has so much charm, from the simple painted style, to the music, and the characters. I enjoyed just wandering around in the game. The platforming felt pretty good as well. Well done!
It would be cool if you could check out my game too and give it a rating. https://itch.io/jam/brackeys-5/rate/925013
Fun game, with a whole lot of interactivity with characters in the world, which made me feel like I was part of the world while playing. The art is nice, and the music is pretty good. There is not really a need for the player to eject blobs, other than a few places where you can't go through if you're too big. It is a mechanic which can be expanded on for sure though.
It is understandable ;)
I see, I let this line on purpose as it gave me a good feeling but maybe it was not such a great choice haha.
The blue small characters are your children, they follow you and copy the exact movements of the Queen. When you are idle, they just move around you a bit. So you don't "control" them except by Absorbing them and calling them with R :)
Thank you for clearing your point! It is really helpful !!
Wow so much detail!
It's amazing what people do in 1 week. Your art is nice, the mechanics are smooth, i like how u had different ideas for every part of the map. Some bugs here and there, like wall glitching but that's not a problem at all.
Keep up the good work.
pretty cool game! i like the animation of the blob and the pretty uniqe art style. just wish there was music and stuff like that. would love if you could try out my game too https://itch.io/jam/brackeys-5/rate/929542
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