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Blendermob: Two buttons, A lot of baddies's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #109 | 2.875 | 2.875 |
Game Design | #136 | 2.500 | 2.500 |
Mood | #142 | 2.625 | 2.625 |
Graphics | #142 | 2.625 | 2.625 |
Overall | #166 | 2.375 | 2.375 |
Theme | #207 | 1.875 | 1.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I wish the game was longer! I was waiting at the end screen for the next battle only to realize that no next battle is coming :P
Since the game is so short and I had to restart the game each time I wanted to play it'd be nice to skip the intro and not have to wait for each line of text to appear. I am quite confused about the ammo types. I haven't really felt their impact on the battle. It probably had some but I just didn't see any. The battle itself is a bit lacking, I feel like it's a stripped down version of the Pokemon fight system :D You could add some special attacks that change with ammo! Then I'd feel the impact of changing ammo and had a bit more choice during battle. There is a little bug when you kill the alien and it has negative health it actually attacks one more time.
Overall cool art and sounds, pretty fun experience but very short :D
hey thanks for the great feedback. I'm thinking we may revisit this in order to get the rest of the game built out the way we wanted to. The ammo types make a difference but not much. We wanted to have 20 aliens but we had to leave it at 1 because we were pressed for time. Once all this Corona mess is over I'm thinking the kids and I'll sit together and we'll see how they want to build this out again. Once again thank you so much for the great feedback.
Fun short game, would have been nice to have more waves of enemies and use the different types of projectiles accordingly, but nice idea either way!
Thanks! The kids are loving the feedback, and it's encouraging them to work some more on it to get the rest of the features in. Will probably sit with them after the jam and do some more on it.
"Reached 'exit' without being in a loop in game.agc at line 305" is the error i got after pwning an alien. Let's talk about how the game works. I appreciate the ammo variety, but does it really matter? Do certain aliens have a weakness against certain ammo types, or is it just for show? I couldn't really tell, but if it is the case displaying the alien's "type" would be helpful, or it's weakness, like pokemon. I don't want to be harsh, but the whole game is a mess. Why are the aliens stuck in a blender? What does a virus have to do with the aliens? Why does defeating the aliens magically save the world, when there is a virus pandemic, shouldn't we be fighting the virus? Not to mention that the game tells you that you can change your ammo type AFTER battle and not DURING the battle, that doesn't make sense since the player goes up against only 1 alien, so if there is only one fight and you can't change your ammo type during that fight, then what was the point of including that mechanic, not to mention that I don't even know how to change the said ammo type. The whole game is just spamming the attack button, I don't even need to repair, if I did actually repair I would lose the game. As it is the aliens are just as strong as the space ship the player represents, because of this the only reason why winning is possible is due to the player having the first turn. I don't know if the game has more than one alien to face in a single session, but it doesn't seem so, even if that is true the aliens are too overpowered. The hp counters display negative numbers, so you should clamp the hp values. I appreciate the effort you put into this game, but the visuals are lacking. The blender is blurry, the aliens are very messy and squiggly and the mishmash of art styles doesn't help either. All and all this was a good effort, good job.
Thank you for all that excellent input!
A lot got cut at the end but I will answer as many of your questions as I can.
" I appreciate the ammo variety, but does it really matter? "
Yes. The body determines mitigation types. For example, fire does less damage against demon-bodies aliens, physical does less against robot-bodied aliens, etc. The original plan was to include the resistance types when an alien is rolled but we ran out of time.
"Why are the aliens stuck in a blender?"
That is their rocketship. It says so on the ship.
" What does a virus have to do with the aliens?"
Nothing. The only mention of a virus is to say that due to it, you are the only human not quarantined, which is why no one else is fighting them.
"Why does defeating the aliens magically save the world, when there is a virus pandemic, shouldn't we be fighting the virus?"
The victory text doesn't say you've saved the world. In both text and picture, it actually says the virus is the next threat to face.
"Not to mention that the game tells you that you can change your ammo type AFTER battle and not DURING the battle..."
Because it was supposed to originally be 20 mobs. That got dialed back, as well.
"As it is the aliens are just as strong as the space ship the player represents, because of this the only reason why winning is possible is due to the player having the first turn."
Attack dmg is based on both a random and damage type mitigation modifiers. The aliens actually have an advantage.
"The blender is blurry, the aliens are very messy and squiggly and the mishmash of art styles doesn't help either."
I agree on the artwork. However, the art team is comprised of a 7-year old and a 13-year old, both new to the tools they used.
If you want to follow the development process (which might answer more of your questions), we blogged it at the link below, with videos of each of the three days.
https://themess.com/tag/game-jam/
Very nice, loved the blender component.
The game was cool, but confusing, may be it's just me, but i don't know how i died, for example i had -629 armor i was still alive and able to attack the alien making the alien ~-200 health and then won. great game overall
Soooo... there's an answer for that. :) First off, my apologies for the confusion there! In the final pass, we realized the loop was checking for a win after the alien went. This would result sometimes in winning, but then the alien getting a final potshot that gave them the win. The quick fix at zero hour was to change the loss point from 0 to -700 for the player to account for those instances.