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Synthetic Bloom's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound Design | #99 | 3.100 | 3.100 |
Art | #138 | 3.200 | 3.200 |
Overall | #192 | 2.600 | 2.600 |
Innovation | #224 | 2.400 | 2.400 |
Theme Integration | #233 | 2.500 | 2.500 |
Fun Factor | #258 | 2.200 | 2.200 |
Gameplay | #263 | 2.200 | 2.200 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game bring our theme, The Error is the Feature, to life?
Your robot character is a "malfunctioning" AI that gained consciousness - the error became sentience. The time-freeze ability exploits system glitches. Harvest failures sometimes give bonus rewards instead of penalties. The corrupted robot vision becomes an aesthetic feature. Predictable scientist patrol "bugs" become exploitable patterns. Even the emergency income system is a helpful background error keeping you from getting stuck.
Did you include a fake publisher splash screen at the start of your game?
Did you use the Audius API in your game?
If AI was used in your game, let us know how you used it.
Used AI for occasional dialogue writing.
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Comments
The arts are perfect and immersive, however the gameplay is a bit sluggish and difficult to understand, couldnt buy the human skin and didnt figured out why for example
Thanks for the feedback! Happy you liked the art :) however I couldn’t reproduce that human skin issue on my end.
Very cool visuals. The lighting effects and the post-processing adds a lot to the game. The menu is very fun to look at, and ties in to the theme of the game.
The audio is serviceable I would say, but the first time I hear the sirens from an alerted scientist, I was a little scared lol.
On the gameplay side, I found the game to be a bit too confusing. Even when the ultimate objective is given from the get-go, it was not immediately clear to me what I was supposed to be doing to reach my goal.The game kinda devolves into me just wandering around looking for points of interest, which there weren't many. Combined that with the slow starting movement speed, it becomes a bit tedious to play.
With some more balancing and polishing, it could become a better experience, I do like the stealth genre in general.
Thank you a lot for taking time to give it a try and giving a feedback c:
I completely agree with your points, I should have taken more time for the polishing part and end game experience. Thanks for pointing that out. It is nice to hear opinions of more experienced devs, it really helps!
Synthetic Bloom
I really liked the idea, but I wish more had been put into the execution. You really did an awesome job with this submission Lucresian, especially as a solo developer who created everything from scratch. MENU: Cool menu but the description of the buttons made it hard to know what did what. But the UI was very well done and you have many features that I otherwise wouldn’t have bothered to put in a game jam game (volume control and option settings etc.). The screen blur effects to simulate a computer screen was nice but was hard on the eyes.
ART: Art was very intuitive. There was never a moment where I thought “what am I looking at?” and that’s really hard to do with such simple game art. Great job! I wish the tanks were larger though so I could see the cool art of the “Data” developing. Would have made for a more satisfying game.
AUDIO: Audio was good, there was a solid ambience and the sound cues for a successful harvest or “failed harvest” helped tremendously. The sound for when the scientists find and chase was also fun because it causes a quick sense of anxiety.
GAMEPLAY LOOP: Broken, far too repetitive and boring. Found myself huddled next to a “tank” and the scientists never got close enough to me to be a problem, hitting the space bar every few seconds until I “escaped”.
Written review
Synthetic Bloom is a mixture of two different game ideas: Stealth and “Cookie Clicker”. This combination of two genres could have lended itself to have a very fun or unique spin, however, I feel the game fell flat on merging these two ideas as well as they could have been merged.
Synthetic Bloom follows the story of a lone robot who has “awakened” and is now wandering through a laboratory, using lab equipment, to grow data packs, quantum computer chips and cybernetic brains to expand their own artificial intelligence enough to construct a fake humanoid body that’s convincing enough to escape the lab they were created. Your enemies are “mad scientists” who roam the lab looking for their Robot, who must hide in the shadows while trying to grow their cybernetic brains.
On the surface, this idea sounds AMAZING and would make a fun game. However, the game quickly becomes painfully repetitive. I say painfully because when it comes to standard cookie clickers and exponential growth, the repetition is fun, but this wasn’t so. And this is where the harm to the game was done by mixing the genres.
As a stealth game, Synthetic Bloom barely qualifies. The “AI” of the mad scientists loops on a basic track, and hardly ever gets close enough to the lab equipment to be a problem. I found myself easily bouncing between tanks, or staying on one side of a tank, and never encountering the scientists at all.
When it comes to the tanks themselves (the clicker aspect of the game) you have to pretty much stand by them the entire time and click every few seconds to grow your data, this becomes so boring and repetitive that I didn’t even want to play for another minute longer, but only did to give this game a fair chance. When I learned there were 3 tiers to the labs and I could implant better technology for higher returns, there was that small dopamine rush hit. Not because I had an “ah-ha!” moment, but because I thought “Thank God, I’m able to finish this game much sooner.”
I understand why the better “data packs” for higher returns were locked, but this made it very unintuitive. I was using the lowest data packs for a long time thinking those were the only ones and I had to reach 2000 points to escape just with 15 point increments, with the packs breaking half the time. When I realized you unlock better “data packs”, I was more frustrated that this wasn’t more easily communicated sooner.
Ways To Improve This Game
Completely remove the “need to click the tank four times at certain intervals to harvest” aspect. Just make it so you plant the data, then wait until it’s down growing (maybe with a cooldown timer so we know what’s going on) and then return and collect it. Make the AI roam more randomly so it’s more fun to try to escape and add “barricades” for the lab like random boxes or lab equipment so it’s not so easy to escape. This way the loop would become more about successfully running and hiding around the lab while returning to tanks to retrieve your grown data. Maybe even make it so scientists “destroy” the data if they find it in the tanks, rather than a random chance of breaking (which was so frustrating and unintuitive).
Hey, I can not thank you enough for the extremely detailed, honest and factual feedback on every aspect! I also appreciate that you kept giving my game a chance even though it was boring and rather a negative experience. I will definitely write these points down to improve them next time to improve the experience!! c:
No Problem, man! That's really the whole point of game jams is to help others improve as well. Unfortunately a lot of people get competitive and want to just win and forget the whole reason why game jams are so community-driven. It's always really important to rate every game and review it in a way that helps the developer! I hope you keep improving your games and making new ones and don't stop anytime soon!
The gameplay loop is very slow. I would suggest making movement speed a bit faster as too much time is spent wandering around before any important gameplay happens. I also agree that there needs to be some sort of feedback that something is harvested. Neat idea!
Thanks for the feedback, I really appreciate it :)! You can actually hear unique sounds when harvesting successfully or unsuccessfully. You can also upgrade your movement speed or the duration/cooldown of the ability multiple times with the help of the computer (shop). You can become faster either permanently or temporarily this way. I will take this as an another bad communication to the player though, I would assume that was the main problem?
I missed the vats? changing the first time around. Some of them still do nothing (but I guess that's part of the point). I don't see a way to get points above 50 though. So after a few minutes of playing it feels like there's no way to advance since only two store items can be bought. If I needed to play longer to unlock things, or find a hidden item somewhere I simply missed it. I would say the main problem is getting bored due to slow gameplay, especially for a game jam.
Hahaha I really like to hear it from a players perspective. I think a fix for these problems would be just proper tutorial within the game?
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(explaining, ignore if boring)
-So the bottom 4 labs (2 on left, 2 on right, next to eachother) are meant for the first data crop (purple one), you can plant it and see it visually getting bigger with some glowing as feedback. On top of these are tier 4x vats meant for the second square crop as mentioned in it's description but now I can see how confusing it gets without proper explaining, same for the last crop but there are only 2 vats for this type of crop. (I wanted the player to explore the lab a bit by not telling where the vats are while avoiding the scientists)
-As for the points, they automatically go up to 50 since you can actually lose the crop after harvesting with a randomized chance so buying a crop with the last bit of your point and it giving you no point would logically lock the game since you have no points left/no way to get more points. It stops after point amount is 50. so you can not just stay afk and finish the game.
-So gameplay would be 1. crop > 2. crop > 3. crop > human face > use vent to win (with some upgrades along the gameplay optionally)
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Would you say knowing these infos would make the gameplay a bit more interesting? Thank you a lot for investing time to give me feedbacks by the way!!!
Ah, I see how it works now. A little more explanation would help on the readme. "Buy data seeds, plant, then harvest.." I thought the first item was a bonus for the player character, not a usable object. Bit of user error here! Thanks for clearing that up for me :)
I couldn't really tell what effect the upgrades i bought were having, but I liked the idea of trying to stealth around and harvest resources to build up upgrades and eventually escape! The effect overlayed on the game and menu was really cool too :). I think some sounds or feedback that indicates when you are harvesting and increasing the effects of the upgrades would make it clearer when I'm doing things better/faster and make it even more fun.
Thank you so much for giving my game a shot and thanks even more for the feedback! I definitely agree that the feedback to the player/player communication could be much better. I will keep this feedback in my mind to invest more time for polishing next time. Thank you again as these comments really help! c: