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Amalgamation Operation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #729 | 3.700 | 3.700 |
Overall | #1111 | 3.383 | 3.383 |
Presentation | #1274 | 3.400 | 3.400 |
Fun | #1551 | 3.050 | 3.050 |
Ranked from 20 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?
The amalgamation is joined together and the goal is to join its broken skin back together. Plus, particular items join with particular injuries to heal them.
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
Nice music/sounds and color palette, but im some places I wish you used different colors. For example, using black text on dark blue backround (the tutorial) makes it really hard to read. Also, picked up tools are not visible on top of the tool icons.
Having in-game hints was definitely a good touch.
The setting is weird though, and I like it. Great job!
Real strange, but the increasing difficulty is enticing! I like how that tutorial character doesn't find the amalgamation strange or out of the ordinary and generally seems unfazed.
But I found it kind of hard to pick up tools--it's not totally clear when you are hovering over one, and it is hard to tell when you've actually picked it up because the cursor usually blends into the bottle/container. And if you click twice by accident, you stop holding a tool, which you never want. If picking up tools was easier, I think the game would be a lot easier to play!
Also, I found that if there are multiple wounds that require skin and mesh, you can put skin on just one of them and eliminate the rest with just the mesh, eliminating the need to use the skin first (as long as you have put skin on at least one wound). I'm not sure if this was intentional.
You're right, it is difficult to pick up tools.
Also, the mesh thing was intentional. Originally, the lotion and graft were consumed (had to get a new one each time) while the extractor was not (stayed in hand). My playtester recommended all items to be non-consumable, so I changed that. The skin-then-mesh system made more sense with the original design, so I definitely agree with your point.
i kinda expected for the human amalgamation to be a bit more like an eldritch enormous meaty substance with mouths, eyes and hair mashed all over the place, where internal organs are going external, while being soaked in it's own neverending stream of bodily liquids, and constantly melting so much, the human features become more and more unrecognizable; but oh well, the game was very fun and unique still.
That was definitely my dream for its design, but:
Thank you for the review! :)
haha good to know that it's something you considered ;3
Incredibly original experience.
Really nice and complicated game hahaha! Congratulations for the idea and the realization!
Great job with the idea.
Really good art. Reminded me of the games i used to play in childhood.
I think there's a bug where spawning rate gets really high at round one.
Overall great experience.
Very fun game! Good job with the gameplay loop. Do I have the world record?
Even I've never done that well, good job!
The concept is very original and the presentation is good, but the gameplay loop gets repetitive really quickly. Maybe you could add some growing difficulty levels in every wave.
Good job! :)
I liked the idea but found it very hard to differentiate between the different types because they blended in with the background too much for me. Good work though :)
Okay, what the hell was that concept? lol?
At around round 12, the spawn rate started become too high that you can just hold onto one tool and keep sweeping and you are guarantee to never lose.
The labels are a bit unreadable because the way the words are written, and the tutorial is pretty much useless because you need to memorize it, but having hints in the actual game helps a lot, so props to that part.
Controls are a bit jank, not sure if it's just the usual WebGL thing but it's hard to click on where the bottle are at sometimes.
yeah true
Great