Nice game, especially for a 48 hour project. It's somewhat like spore, but you must plan ahead so that the amalgam is scalable. The graphic also reminds me of PS1 era. However, I feel like the swinging of the arms is a bit unclear at first. I thought it would swing left to right, instead of up and down. 2 playthroughs fixed this issue though
Play game
Expanding Amalgam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #566 | 3.971 | 3.971 |
Style | #650 | 4.059 | 4.059 |
Overall | #889 | 3.706 | 3.706 |
Enjoyment | #2254 | 3.088 | 3.088 |
Ranked from 34 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?
You have to build your creature in such a way that it can be scaled upwards once you acquire more pieces.
Development Time
(Optional) Please credit all assets you've used
None
Comments
Wow, this game is impressive for a 48-hour project! The creature design and the ability to customize it are fantastic, reminiscent of Spore with a cool, grotesque twist. The visuals are sick and the mechanics, like changing eyes, are a standout feature. Some found the first-person combat tricky, and a few improvements could be made to visual feedback and speed. Overall, it's a creative and enjoyable experience with a unique style.
Oh my, this feels like a polished playstation games already. The monster reminds me of retro Doom game feel. Cool concept and works surprisingly simple. Good job on this for a 48 hours game! :)
That's disgustically cool!
Mechanics are supreme and works surprisingly well!
I'm amazed what it was made in 48 hours with such art direction and solid gameplay loop!
Especially ability to "change eyes" was surprising and cool!
Check our game when you'll have a moment! ACQUARED!
Cool graphics and concept, well done^^ kinda disgusting (in a good way)
The boulders rolling at me were really freaky the first time I saw them. Couldn't figure out how to attack them, though
Those creatures look so cool ! Well done with the editor, I had a lot of fun with that !
The combat is not so fun though, it took me some time to understand how to attack properly, I took some time trying to escape the boulders because I didn't think I was doing damage to them.
I'm not sure the first person combat was a good idea, because the main feature of the game is the monster you create, and you don't see it in first person. Maybe some kind of autobattler where you add parts to the creature to buff it would maybe be a bit easier to do and less clunky.
fair enough, the idea is that if you place your eyes and arms in bad spots, then you're going to have a harder time in first person mode, at the end of the day I think it really just came down to preference, some people loved the first person and some people hated it, can't win em all i guess tho, thanks for playing! The editor definitely took up most of my time though, so I wish I had gotten to spend more time on the combat.
Love the art style and concept. I wish the monster moved a little faster because navigating the level felt tedious. I like the custom monster editor though!
Gloriously creepy visuals, and it's fun making a monstrosity piece by piece. Incredible result for 48 hours!
Really impressive work on this game.
Visuals is a commun topic in the general games for this jam, but this goes beyond that by implemneting 3D.
Great game!
I had a really good time on this game ! At first, I thought there was a lack of visual feedback when attacking, until I realized that my arm wasn't aligned with my eye XD After that I started to wander through the dungeon like a crab :p A visual feedback for the new body parts would have been great ^^
Beware my terrible Cthulhu-like creature !
Awww he cute!!!! yeaaaaah, there's a bit of a safe zone at the beginning where you can hit them and they can't hit you, but I will admit that giving them the ability to wander makes the game sometimes waaaaay more difficult if they show up in groups, I was originally blocking off the rooms so the enemies couldn't travel between them, but I ran out of time and had to just make them spawn in and wander randomly.
Awesome project!
I loved going from being vermin to basically ruling the dungeon. Switching between eyes is a great find, and I was very glad to see that movement direction gets adjusted to the current active eye.
It'd be cool to adjust turn rate based on the player's body plan (leg placement), though.
Yeah, I actually had a lot more planned and 3d modeled, but it was such a buggy mess, that I decided that a smaller working game was better than a giant buggy one. I wanted to do a bit more with the legs and how they worked, but it ended up just being to confusing for people just picking up the game. Glad you had fun with it!
Leave a comment
Log in with itch.io to leave a comment.