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A jam submission

Blobs & BridgesView game page

Use blobs to build bridges
Submitted by Camden Cecrle (@Camzoin), Alexzoin (@Alexzoin), Falcondance — 59 seconds before the deadline
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We wanted to make a game about simply connecting bridges between columns, and as the game continued we added more strategic elements. The core strategy in our game is based around the connections you make.

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I captured every node, but nothing happened. Is that the end?

It looked like the ai was getting resources at a rate unrelated to the captured nodes, which makes the initial actions really confusing. The ai just keeps building and attack each other while the player gets to just sit there and wait.


Yes, that is the end! We meant for there to be a win/lose after capturing all blobs or being captured. We were down to the last minute of the jam and weren't able to quite get it to work. In the next version of the game we hope to take the player to new levels with different configurations and more/less enemies after capturing all of the blobs.

As for point gain rates, I understand how it can feel arbitrary, that needs some work. The blobs spawn with a random variance in their radius. Your point gain over time is determined by the overall amount of radius you controller rather than the number of blobs. That is the number displayed in the upper left of the screen. Your enemies probably got a lucky spawn with some high-radius blobs that gave them more money.

Thank you very much for your feedback!

Submitted (1 edit) (+2)

Reminds me a bit of Galcon. I like the simple construction and utilization of something like infrastructure. 

The biggest problem I had initially was determining which blobs I controlled.

I eventually gave up on  capturing the last node.


Thanks for the feedback!

There's a known issue where if a node (the larger circles) have a radius too large then it becomes nearly impossible to capture, because attackers don't recognize it as path-able. Our path-finding and enemy AI code was entirely hand-written. In the end, just those two things took about 30-40 hours and are about 2000 lines of code. As such, there was a lot of polishing and bug-fixing left to do.