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A jam submission

RGBlobView game page

Platformer where you gain abilities by merging
Submitted by 26pt2 — 20 hours, 34 minutes before the deadline
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RGBlob's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#54.3504.350
Originality#54.1504.150
Overall#93.5673.567
Fun#103.4503.450
Audio#113.1503.150
Graphics#153.3003.300
Controls#193.0003.000

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.1.1-stable (tested at 3.2-alpha0, couldn't figure out export templates)

Discord username
twenty6point2

Participation level
First time (first game of any kind)

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Comments

Submitted

I enjoyed the relaxing ambiant of the game. :) The puzzles are nice, and the game offers some neat platforming sections. Some are a bit too tricky though, almost frame perfect. I wasn't able to beat level 6. But I still enjoyed it. Good job!

Developer

Thanks for the feedback!  Guessing the climb on the left got you, that is tough for sure.  I have a hard time with the keyboard, feels easier with a gamepad.  Having to climb back up is frustrating.  If you small jump and have great slow fall timing you can make it a single jump.   There are 10 levels, this should probably be 8 or 9 if not refactored a bit.  Glad you didn't get stuck on a wall jump level!

Thanks again for playing and especially leaving feedback :)

Submitted

The 1st hover needed to be frame perfect it feels. Why not just make a tile in your tileset that's a half sized black block and draw smaller collision so it's a little lower platform. Wall jumping might feel more natural if we can jump right before being on the wall?

Developer

Thanks for playing my game and leaving feedback, I really appreciate it. 

If you hold jump with the hover ability you should hover at max height.  Even so, you are totally right, no reason to have such tight tolerance.  Asking for frustration, confirmed with your feedback :).

Wall jump is consistently mentioned as too tough.   Today you do have 4 frames to hit jump early, but that is early from an "is_on_wall()" returning true.  I can make that window larger but I suspect when players are early and trying to change direction this may never occur.   I may have to play with a second hitbox and collision layers to tune it further if that is the case.  My player has a pixel of overlap on the sides so this probably exaggerates the issue with poor visual feedback.  Please let me know if this doesn't align with your experience.

Getting your feedback is awesome and I will definitely be tuning these mechanics up to feel better.

Thanks again!

Submitted

Really nice game, cool idea and execution :D

Developer

Thank you!

Submitted

Cool game. I liked the color theme, I saw that the player turned yellow when I was green and merged with red :) 

The levels were sort of frustrating though. I kept accidentally hitting the spikes. Maybe I'm a noob!

Developer

Thanks for playing.  I definitely needed to ramp the difficultly slower, have some ability specific introduction levels.  Great to have people playing it and leaving feedback comments.  Much appreciated!

Submitted(+1)

No problem, all the games are so great! Happy jamming!

Submitted

I am happy to see the level order has changed since I first tried the game; now I can get past the first level :-D still getting stuck in the one after the hovering level though, I can't figure out how to get up more than one jump.

Developer

Thanks for checking out the game, more than once even!

Definitely having regrets about requiring wall jump so early.  Thinking about making the mechanic easier.  It can be used to wall climb straight up if you have good timing of letting off towards wall direction waiting (4 frames or more) then pressing towards the wall again and jump.  For ping-pong style you definitely have to "get deep in the wall," haha, before giving it the other direction.

Do I make wall jump easier or delay requiring it until later levels?  A little sad people are not getting to try levels built around the other abilities.

Thanks you for playing!

Submitted(+1)

I'd vote for making the wall jump easier.

I think we developers have an easy pitfall that we are way too good at our own game because we created it, playtested it thousands of times and know what the game wants from us. To make it accessible for others it needs to be made much simpler than you'd expect from your own experience as the dev of the game. I'd say that, especially for game jams where you want people to get to experience the whole game, it is better to release the game being a bit too easy than a bit too hard.

(Similarly, I'd vote for over-explaining the game instead of under-explaining.)

Developer (1 edit)

Great advice I will take into the next jam!

The core idea of this game is excellent.  Definitely the best use of the "merge" theme I've seen so far!

The graphics could do with a bit of work.  In particular, the background was a little distracting and the spikes look like they hang over the edges of the platform/wall they're attached to.

Great entry and I think you should keep working on it!

Developer

Thanks a ton for checking out my game and leaving constructive feedback!

I think you're on point with them spikes (all your comments really).  A lot of things could probably improve the spikes but having the extra black where they attach is jarring for sure!

The background (star field I guess) was a late add I struggled with.  I settled on motion to try and distinguish it from the foreground.  Still images were not working out for me.  I need to develop a better eye for color, graphics design, etc.  You can barely read the game name in my banner screenshot for example... oops.

Games have so many aspects to consider!

Thanks again!

Submitted

The game is cool but very hard, is difficult to me pass only one level and i die fast, but the idea is great!

Developer(+2)

Thank you for the feedback on my game!  If I continue with this game I think I need to ramp the difficulty slower.  Probably a big mistep with game jammers trying to look at a bunch of games on a time budget.  Goal was to have the player controller feel good even if the game got hard.  Wall jump might be a sticking spot, and currently required early...

Thanks again for playing!

Submitted(+1)

The Wall Jump is so hard to do. I felt like Ragequiting, before even merging with the second blob. I loved how the blobs looked liked they were attached to the wall when you were jumping on the wall!

Developer

Thanks for trying my game and leaving feedback!  I can tune the wall jump.  I think it is set to an 8-frame window now.  I think you need to be off the wall 4-frames (physics process calls) to use it to climb.  I'll go back and validate this behavior as well.

Were you playing with a keyboard or joystick/gamepad?

Thanks again for giving my game a try!

Developer (2 edits)

Thought of one thing that might contribute to its difficulty as it is today.  If you are trying to jump away there is no forgiveness if you don't reach the wall.  That is, you can be 4 frames early with a jump press, but if you are early with a direction change and you reach the wall more than 4 frames later, or don't reach, you will fail.

Update: Wall jump also doesn't give you any acceleration away from the wall (push off).  I think this may make vertical climbing easier and an away kick more difficult.

Again, I really appreciate your feedback!