Very nice! Mysterious vibe, you can feel the approaching danger, you can feel the time pressure. Well-built atmosphere! Also, the cover caught my attention, it's really good. The gameplay is fun and interesting, it would be nice to see more levels! Good job! ♥
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Growing Hazard's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Style | #733 | 4.000 | 4.000 |
| Overall | #973 | 3.667 | 3.667 |
| Creativity | #1345 | 3.645 | 3.645 |
| Enjoyment | #1462 | 3.355 | 3.355 |
Ranked from 31 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 new specimens are breaching containment and rapidly increasing in size. The player must stop them by activating terminals on each level.
Development Time
(Optional) Please credit all assets you've used
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/dither-280822
https://fonts.google.com/specimen/Pixelify+Sans
Comments
Solid mechanics and cool artstyle! Took me a while to figure out some of the mechanics, but thats just my skill issue hahaha
Good job!
Great idea for a mechanic! The presentation made the game very tense, and I feel like things were well tutorialized, like the toxic fumes if you don't break the boxes in level 2 or having to figure out how to pull some of the boxes in the last level. With more time (game jam, I get it) maybe an even better intro could demonstrate the controls in a safe environment first, before throwing you "into the fire". Overall great concept!
Great game, a little hard to understand controls at first BUT sooooooo enjoyable and kept me on my toes. Good luck!
Cool game! I really like the audio and the tension. I could figure out what to do pretty intuitively, although I had to lose level 2 a few times before I understood what was happening.
Also I managed to squish myself in level 3 haha which was a fun detail
Thank you, I'm glad you like it!
You're also the first person to mention the "death by being crushed".
It's a pretty rare way to get a gameover but I really liked making it, and I know that Ménure I had a lot of fun making the gory sound effect!
I agree that level 2 is not the most obvious level, I should have added more indication for when the specimen is about to pop, but I didn't have time to make it look good. I'm really happy that you could figure out the rest of the game easily thought.
What an excellent game, really well done! I finished all the levels and had a great time. I honestly don't have any feedback, maybe the only nitpick I can make is to have the monster be a bit more textured or interesting looking, but that's about all I can think of. Excellent job!!
I've never realized it but you're right, it does make it better!
It mostly comes from the fact that scaled up pixel art doesn't look too good, but I was never bothered by keeping it a circle anyway. Probably for the reason you mentioned, even if unconsciously.
In any case, thank you for playing the game!
I like the graphics and the tension of the growing alien, it runs a little bad on my PC so a donwloadable version would be great. The minigame kind of feels like Among us, great job.
PS: I had to read comments to figure out level 2 xD
Very cool concept! I loved having to try to accomplish a goal while under the pressure of the specimens growing. I didn't understand why breaking boxes slowed its growth at first so it made level 2 very hard without knowing that.
- I think you should punish the player for pressing space at the wrong time, then you can't just spam the space bar
Thank you, I'm glad you liked it!
I agree, the minigame should be a bit harder.
I had the idea to pause the minigame when I first made it but I never took the time to implement it. I also considered moving the target to a random position every time the player succeed but I didn't do it either.
Maybe I'll come back to this game at some point to improve it, idk
Well done! I really liked the gameplay once I realized what triggers the explosion. Good audio also.
I think the prompt to "clear the way" in 2nd level should be more along the lines of "The specimen explodes if it touches any boxes. Kick the boxes." It probably would be sufficient explanation for what happens and how it can be avoided. Of course, some visual and auditory reaction when they get crushed by the specimen wouldn't hurt either. The separate cancel button was kinda awkward as others have said.
Awesome visuals and audio! I was a bit lost on the level where the specimen grew (or maybe I was just bad and couldn't do it fast enough :P)
I didn't understand what to do, there was a ball growing in the middle of a laboratory and the kick did nothing. I tried interacting but it wasn't doing anything, I feel like I'm missing something...
Oooh that was so good! It was so scary/creepy that I actually felt my heart racing a bit in panic! And I like the gameplay mechanic to stop the terminals - it adds a fun mini game, and the more panicked I was the worse I did which was fun haha
Vraiment un super résultat ! Le pixel art est très joli et l'idée de gameplay vraiment très intéressante. Il faut savoir optimiser ses actions et la tension de cet "alien" grandissant marche bien. Très bon travail :)
Great game! It's a very complete package that certainly got my adrenaline pumping, I especially liked the sound design.
This game was good and fun! Didn't realize that you needed to break the boxes so had some trouble early on, but once I figured that out, it was a fun experience! Good sound design. loved the clacking of the keyboard when working on a terminal :)
This was quite an enjoyable tense race against the clock. Good work!
Great take on the theme, and I really like the art style and the sound/music for this.
The contamination bit is still a bit confusing for me -- I couldn't figure out which of the boxes are the ones that explode and which are normal ones. Maybe there aren't any normal ones?
I would have liked some snappier controls. The slow acceleration made me struggle to get around tight corners in a hurry more than once. Also, the other button assignments seemed a bit weird; having three separate buttons for different things and not really indicating which need to be used when. Potentially one button would have been fine? E.g. needing to use the kick button to do the mini game for the terminal wasn't super intuitive, and neither was pressing cancel for letting go of the cart (it feels like using the same button for release could have done the job, probably). I.e. starting the terminal minigame, doing the timed presses in the minigame, enabling grab on the cart, and disabling grab on the cart feels like it could all have been assigned to one button, maybe?





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