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Blobby's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #199 | 3.887 | 3.887 |
| Overall | #1043 | 3.425 | 3.425 |
| Originality | #1494 | 3.371 | 3.371 |
| Presentation | #1985 | 3.016 | 3.016 |
Ranked from 62 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Blobby needs to attach itself to anchors to move, as we know, blobs can't walk and can only move by attaching themselves to anchors
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
This was really fun! The challenges were tough, but felt totally doable. The inclusion of a slow-down button made it much easier without taking away any of the fun, and the different tile types put a fun twist on it. I never really needed to connect to two anchors at once, but it was cool to see that it was possible. I would have loved some audio (even just basic effects) but outside of that this was a really fun entry. Good work!
Thank you!
This is a very good example of how awesome games can be made from a simple mechanic. Simply grappling and releasing the anchors can make this game so fun. Also, the level designs are very clear and well made! Well done! I just finished all the levels, and I wish there could be more :) I like this doodle-style artwork. It looks so cute!
Thanks a lot, it's really how I approached the game, first day was mostly me fiddling with the grappling without a level and make it feel fun to use, especially those half turn parts. There a probably going to be more levels in the future ;-)
Ok this game is sweet! I underestimated it at first, but your physics feel really good and the tough as nails challenges were really satisfying to beat! I didn't quite make it to the end but I left satisfied. Learning to connect to two at once was a fantastic 'aha' moment. If you wanted to keep working on this, theres a few little quality of life things like bigger hit boxes on the grapple targets so they're easier to click on, and a keyboard shortcut to restart the level (or just automatically restart when you die), but those are just little nit picks.
All in all really well done. With a bit of visual polish this could be released!
Thanks a lot, I spent most of my time tweaking the grappling pull to make it reactive!
Not sure if you want to try the later levels but there is a skip button at the bottom right of the screen, I wanted all the game to be accessible to everyone ;-)
This was really fun! Had really good pacing (dying didn't feel like too much of a punishment) which was good because it's quite trial end error. But when you get it it feels really good!
Thanks!
This is awesome! I really like the game, it's loads of fun and has a lovely artstyle :). But you want feedback, so let's go a bit more constructive:
Superb entry, especially for a first-time jammer!!
I definitely agree with the restart button, that's something I learnt in this jam, both through feedback and through playing other people games, I just didn't think about it ^^
Thanks a lot for your detailed feedback! :-)
love the adorable art style and mechanics, really well done. i would love to have a quick restart button, and some sound would be nice. but overall really well done
Thank you :-)
Really good game! I finished 12/14 of the levels, it's really fun. I like the little doodly art and the game mechanics are refined so that they need a good amount of skill to perform. The slow-down time mechanic is basically the assist mode for this game and it's great. One nitpick though and that's the game could've benefited from some music.
Thanks a lot, music and SFX are definitely not something I know how to do but I might start learning a bit about it after the jam.
The game is really fun!
I suggest adding a key for restarting (R key would work) as I found myself restarting a lot on a few levels, also it might be great to have a downside for using the time slowing mechanic, maybe it can have a limit per level. Sound/Music will also help make the game better!
Overall an amazing entry to the jam! Great job!
I totally agree with the restart key, I didn't think about it in time...
Your idea to add a downside to the slow time mechanic is interesting, I think if I implement something like that, it would be together with a score system so that if you don't use it you get higher points but if you use it, you can still enjoy the game. A way to reward players who want a challenge without alienating the ones who want to relax.
Thanks a lot for your feedback!
Very intuitive mechanics and good level design. With a bit more polish, sounds, and graphics, this would be an amazing game. Good work!
Thank you! I'm starting to think that I'll continue working on it after the jam...
For such a simple looking game it is really fun, it took a few to understand how the grapple physics worked, but after that I couldn't stop playing it! Ya'll did a good job at switching it up and adding hazards that we need to work around. Good work!
Thank you :-)
This was very fun, satisfying, and rewarding! The time slow down was amazing! I would have loved to hear music and sfx, but otherwise, very nicely done!
Maybe in a future version, who knows ;)
Thanks for playing!
Really fun game with a unique art style the swinging feels really responsive and good well done!!
Thank you :-)
Overall a really fun and cool game. I wasnt able to beat that nearly all red level i think 12, but all the others were really fun and the simple consept is great. I also liked the artstyle
Yeah, that's the hardest level, it's the reason there is a slow button in the game ^^ It's possible to skip it tho.
Thanks for playing!
Really fun! I was surprised by how many levels there were. I sort of expected it to be over at 10 but then nope! I made it to level 12 before I died 100 times and finally gave up, haha. I was so close once but let go of the anchor too soon when wrapping around and dropped just before the exit. :(
I really liked the addition of the slow motion button because that helped with the timing of attaching/releasing. And again, really impressive amount and variety of levels and mechanics. Good job! :)
Thanks a lot for your feedback, it is possible to skip any levels with the arrows at the bottom of the screen if you want to give a try to the last 2 levels ;-)
This is a fun game! I really like that you can slow down time, it's a cool way to basically have custom difficulty for the player. Only thing I had a little bit of trouble with is sometimes I felt like my clicks wouldn't register, and you can't really spam click either because clicking again removes the tether. It might be a little bit of a tradeoff between having multiple controls for the player versus having one button a little overloaded, so I'm not really sure what's better (it doesn't seem like you ever need to have multiple tethers at once, so maybe just having space to remove tethers is fine). Great job overall!
Thanks a lot for your feedback.
Indeed, the release only one tether is not used in the game, it is what remains of an idea where there were 3 anchors and you had to slingshot yourself by removing one tether to fly between the other two then release the remaining two. It didn't make the cut for the release because it was too janky.
I guess if I had to do it again, I'd put right mouse button to remove the tether and make it possible to hold the button to have it grapple when the anchor is in view.
I like the level design and the different wall types, they add a nice variety and the levels they are presented in are good "silent tutorials". Audio would've been nice, but that's just me really liking audio. The areas you can click to link the blob with an anchor where a bit too small for my tastes, there were too many times I just clicked slightly to the side and in a game where timing is so important I think "when" instead of "where" you click should be the more difficult part. A restart button in the keyboard would've been nice, since there's a lot of manual restarting to do. I really liked the levels and the concept, there's a surprisingly broad variety on display.
You've just hit the nail on the head, until your comment, I didn't realize that the timing was the most important part of the challenge, guess I didn't think of it this way ^^
As for the music, I'd love to have the kind of amazing music you put in your game, buuut, I have no clue where to start with music...
Thanks a lot for your comment you gave me a lightbulb moment!
Audio is not all about music, SFX are also quite important and can greatly enhance a game. You can find SFX sound banks with unrestrictive licenses online, or generate them with a tool like sfxr.
As for music, it's fun to learn how to make your own, but if that's not your cup of tea, you can find music for your games in places like opengameart; just be sure to read the licenses and credit the authors appropriately. Choosing a good background music can make the graphics and the audio come together to make a great atmosphere, this game for example could probably use a catchy chiptune soundtrack, with crunchy sfx.
Finding the right angles and throwing yourself out there with proper timing is a lot of fun! Difficulty is a bit steep at times (level 9 got me way too many times, but that's probably just me).
Thanks for your feedback!
Level 9 and 12 are the ones I've seen people struggle the most with, it's because of them that I added the slow down time mechanic because I still found these idea fun to release.
The grappling idea is a great one, but the many other iterations of the idea I've played were far less fun than this one. Punishing but fair enough that I kept playing. With a bit of juice and sounds it could be made into a full game!
Thanks a lot, I'm starting to think I will continue developing it after the jam!
The drawn art is nice! Just missed music, it didn't play any :( The combination levels where you have to swing around like crazy are super fun! :D
Thanks for your feedback, I wish I knew how to make music and sound effects ^^'
Nice! Just finished it. There's quite a few grappling hook games this jam, but your take on it is quite refreshing. I liked the use of the different surface types. And I have to admit I was skeptical of the use of a 'slow time' mechanic initially but it became very useful later on.
To improve how it feels, I'd suggest decreasing the size of the colliders on the spike sprites. It'll help the player feel like they weren't cheated if they just nicked past the spikes but still got detected as being hit.
Thanks for your feedback, I've added it to the list of things to improve if I continue developing it after the jam :-)