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A jam submission

stc/Amorphia(Title to be decided.View game page

Pippy's path to Royalty
Submitted by Nauscica
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stc/Amorphia(Title to be decided.'s itch.io page

Results

CriteriaRankScore*Raw Score
Reasonable Scope#452.9544.000
Aesthetic / Concept Art#541.9692.667
Well Planned Production#581.7232.333
Overall#602.2773.083
Promising Idea#612.4623.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Solo Jammer

Team

This was made by a team

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Comments

Submitted(+2)

Reading through that game synopsis put just a huge smile on my face. The idea of playing as a simple slime created by this mad alchemist is just incredibly charming. The thing that worries me though is that you don't seem to have a very thorough plan beyond that -- you have a list of potential level mechanics, but many of these are very vague ("temporary power-ups", "mutation mechanics", "trap mechanics"), and you don't say how many levels you plan on making or what mechanics any individual level will contain (other than being chased by the Alchemist in the first level), which is a very bad sign to me as your scope is completely unknowable until you nail down these kinds of important details

I do have a couple nitpicks with your more specific listed mechanics, though. For one, you mention that the Alchemist will only chase behind the player in the first level, which... feels backwards to me. A first level in a platformer is usually pretty chill and relaxed to give the player a safe space to get used to the controls and physics, but being chased removes that safe space, so your players might just end up dying repeatedly, since they haven't had a chance to get used to the physics (though, to be clear, I am not saying to throw this mechanic out, it sound super cool for like a final level). My other nitpick is that you describe giving the player a short tutorial whenever they pick up a power-up, which... I might hold back on. If the power-up is just something simple like a speed-boost or a high-jump, the player will notice the difference naturally. I'd only give the player a tutorial if the power-up has special controls, or something else about it that the player won't just pick up on (picking up a power-up and having time freeze around you as you have to read what it does just doesn't feel good)

I'd also say that I worry a bit about what's gonna make your game stand out among the other 2D platformers, like I really like the premise of the story, but it's not clear to me how that story is gonna interact with the gameplay (like, I'm playing as a slime, but how does that change how I platform?)

However, the charm of your project is off the charts. I really like the underdog story, your concept art looks great (though I wish there was more!), and again that synopsis is just wonderful

(my final note: I'd workshop the title a bit more, neither Slime Time Crunch nor Amorphia capture what enchants me about this game, that incredibly trope-y fantasy setting, that underdog story, the Alchemist as a villain, neither of those titles capture any of that to me)

Submitted(+2)

That sounds like a cool idea! I hope your prototype goes well.

Submitted(+2)

Very interesting concept. It kinda gives me Stitch vibes, but Pippy is less destructive.

Developer

For now ~ 

lol. Thank you for the kind words.