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Blimp's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2 | 4.441 | 4.441 |
Audio | #4 | 4.102 | 4.102 |
Overall | #6 | 3.972 | 3.972 |
Graphics | #13 | 4.169 | 4.169 |
Originality | #25 | 3.729 | 3.729 |
Theme | #27 | 3.898 | 3.898 |
Controls | #29 | 3.492 | 3.492 |
Ranked from 59 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2
Source
https://github.com/kbooz/godot-wild-jam-21
Game Description
You control an alien ball called Blimp. Launch Blimp and connect it to the energy rings on each level.
Discord Username
inacho_#6129, Kbooz#9066 and Ornelas45#5788
Participation Level
First time
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Comments
Well, this is just amazing! Really, just great how you managed to put such simple idea into an addictive game using different interactive blocks. It is probably the best entry I've played so far and would love to see even more of it. The graphics, sound, music... it all just fits together so well :)
The only thing I struggled with a bit was the direction of the arrow since I couldn't see the mouse pointer where it was being aimed. Would be interesting to see this on mobile as well.
Hi @Cvetk0! Thank you for your kind words (:
We are deeply considering doing a mobile launch of it, actually! I'll make sure everyone knows if that happens. Again, thank you!
I understand that hidden mouse pointer is the point, but it drives me nuts:) Good game, well done and polished
Creative, fun, addictive. I'm impressive and would love to see an updated version with more features - maybe a mobile version to kill my social life?
PS: I almost rage quit, which is a good sign :)
This game is really polished, and feels very good to play. However, as everyone is pretty much saying already, the one thing I'd change is being able to see the mouse or have some sort of cursor to let you know where you're aiming. Only because many times I found myself dying even though I knew what I had to do just because my cursor wasn't where I thought it was. Great game though!
Nice and simple concept, very polished. But not seeing the mouse made me rage quit on level 16
(ノಠ益ಠ)ノ彡┻━┻
Thanks on the compliment! I'm happy to see such emotion overflowing from my game. :)
Hey, amazing game! Very juicy, sound and visual effects were very satisfying. I also enjoyed the music. I respect hiding the mouse, since it probably would make the game too easy, but maybe make the arrow more "pointy" so you can aim your shot better
Thanks @poudo! I appreciate the kind words.
About the cursor, we want to probably go with something like Peggle implemented. A kind of preview. Hopefully this eases any frustration. Thanks again!
As people said, the mouse thing is quite off-putting, but other than that I loved it! Catchy tune, very polished, great idea, amazing!
Hi @necco, thank you for the kind words! :)
Others have expressed difficulty with the hidden mouse, and I agree with them. I found myself moving the mouse out of the game window to briefly see precisely where it would be. I read people saying it may be just be user preference, but the way I see it, almost nobody would complain about seeing the mouse, but clearly some are complaining about the hidden mouse. Just speculation though.
Another thing I would adjust is to make the trail from the previous attempt persist to the current, so you have an idea of how to adjust from attempt to attempt.. This might even remove the need for a shown mouse too...
Enough of subjective criticism, though... this game is fantastic! By far the best I've seen in this jam so far, and is incredibly polished in all the important areas. Hard to believe a game this quality could be from the same jam as my entry XD
Hey @starkle! First of all, tyvm for the dear comments! It brings me joy!
About the mouse, I just wanted to clarify I know there are 1000% room for improvement on the aiming system (heck, I can't even say that it's a system, honestly). With the time and resources I had during the Jam, pretty much I decided to let this friction hang around and spend more time on level design and general polishing. You know, decisions we have to make. I love all the feedback and ideas that came out on everyone's comment. Those will definitely make Blimp a better game in the future!
Cheers, man.
This was fantastic! Loved all the juice, the way you introduce new mechanics and the smooth level progression (except for the last level, which felt like a pretty big jump in difficulty :p). The screenshake, trail on the ball and everything is really clean and fits together well! The level design was also great and I'd love some even harder levels!
One major thing though is that I really wish there were a line like in Peggle that shows your initial trajectory but not the bounces, since the harder levels require you to be consistent over multiple shots and small variations in the angle lead to very different trajectories. The last level in particular I had a good set up but had a lot of trouble aiming it consistently which was frustrating and a line to see the initial trajectory would have helped a lot!
Absolutely! Peggle will be the major reference on Blimp's soon to come update. Thanks a lot for the feedback and generous words @kcaze!
So polished game! I just no words. Good work dude!
Really good game. The game, itch page and the whole experience seems very polished! I imagine it was a ton of fun making levels once you got the various mechanics built up!
Super fun!! I wish there was something indicating where the mouse position is, but still very good!
+ Nice 8bit sound, pixelart and fun gameplay )
- Aiming control is not so smooth and due to collision & stick mechanic - ball behavior sometimes could be glitchy.
[bug] I've found a way to skip one level ahead - after winning goal send the ball back to any node ;)
Hi! I'm glad you enjoyed it!
About the skip, it's more of a feature considering we do have speed runners already. Thanks for the feedbak, tho! We really appreciate it.
So, it was not a bug, ok ))
Level progression 10/10. It was also fun to play.
The controls need work. the aim is based on mouse position, i cant see the mouse possition. this makes it so the aim indictor speed hard to predict. if my mouse pointer is neer the ball it moves fast if its far away from it its painfuly slow.
you could try to base it off of mouse movemnt direction. or just use the mouse like a silder and have it rotate the aim indicator.
other than that, it was good.
Hi opsaaaa! I'm glad you had fun! (:
About the controls, we did receive a lot of good and not that good feedback about it, which leads me to think it could be more about user preference. That being said, considering the direction Blimp will take to other platforms, this won't be an issue or point of discussion, hopefully! I appreciate the honest feedback.
Level progression 10/10. It was also fun to play.
The controls need work. the aim is based on mouse position, i cant see the mouse possition. this makes it so the aim indictor speed hard to predict. if my mouse pointer is neer the ball it moves fast if its far away from it its painfuly slow.
you could try to base it off of mouse movemnt direction. or just use the mouse like a silder and have it rotate the aim indicator.
other than that, it was good.
Simple mechanic with deep level design, I like how the levels tutorialize the gameplay. I think you may need to set the mouse mode to capture, was a little frustrating trying to make a precise shot only to have my mouse leave the web canvas.
Hey mate. First of all, your game was great! Thanks for playing Blimp. (:
I felt divided with having a HTML5 export because the native experience is way better but for Jams it's needed, unfortunately. Anyways, I'm glad you enjoyed. Ty!
Fun as hell! Super solid gameplay and each new mechanic is introduced seamlessly. I definitely see potential for an addictive mobile game if you decide to expand on it in the future.
Hi @gamedevlibrarian! I'm happy to read that!
We do expect to expand it to other platforms, specially mobile! I'll make sure the news are spreaded as soon as this happens.
Incredible game with incredible music!
Fun game! Great graphics and smooth animation transitions. Levels were short but felt good, so the pacing felt okay.
I'm not a fan of hiding the mouse though. If you're going to do that, at least make it stay in one place. I've had my mouse exit the screen on more than one occasion and I would misclick something in my other applications.
Very well crafted game and pretty fun too! I stopped at Arkanoid, but I might come back to it. Good job you all!