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Microscopique's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #6 | 4.333 | 4.333 |
| Overall | #50 | 3.444 | 3.444 |
| Controls | #61 | 3.370 | 3.370 |
| Fun | #69 | 3.259 | 3.259 |
| Theme | #76 | 3.667 | 3.667 |
| Graphics | #80 | 3.630 | 3.630 |
| Audio | #101 | 3.111 | 3.111 |
| Accessibility | #132 | 2.741 | 2.741 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
N/A
Game Description
Uncover hidden microbial worlds
How does your game tie into the theme?
Make the invisible your game level
Source(s)
N/A
Discord Username(s)
N/A
Participation Level (GWJ Only)
6
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Comments
I loved the use of parallax and flipping through the layers to find and avoid. The shapes in the dish were also masterful, especially with the alpha merging of the alternate layers.
I think maybe a little bit more time spent balancing the damage (even on level 4 I didn't ever really fear dying, as I was almost always healing faster than hindering myself, and could even ignore where I was going on levels 1-3). Also, I wonder the final strand of DNA seems to get to be a "where's Waldo" sort of game against the clock - I don't know if that was the goal.
I never expected to play with bacteria. A very interesting concept. Good work!
Good game, and the concept is quite intuitive. I didn’t see the timer at the top at first but I guess it was intentional to keep the UI clean. And it worked and really made it immersive.
Really creative take on the theme, the zoom mechanic was pretty interesting. My only nitpick is that the golden arrow can be a bit hard to see since it's a yellow object over a white background.
What a fun take on the theme! I really loved the layer switch mechanic, it felt like I was playing a microscopic submarine or something. The vignette and translucent sprites really sold it. I did notice that the hitbox of the player seems to be a little wide at times, as I would occasionally hit things that were ~0.25-0.5 inch away from the sprite’s side. Great submission!
Cool entry! You hold a good concept here. In my opinion it needs a little more balancing as I wanted to try the death and it was quite difficulte to die as we are surrounded by food and damage are too low. A part fom that the control are smooth and i like the general design. Congrats :)
Very good concept. It gets pretty hard, but the heals help. The sounds are a bit strange, idk if it's the import, my computer or if it was intended, but it gave a very scary feel. I like it a lot!
Thanks so much for trying it out! The soundscape is supposed to be strange, nevermind haha.
Super fun idea! The layering is really good and has a really interesting transition to it, I enjoyed it a ton!
I think having a little less overall stuff would be better, I sometimes found myself quite lost in terms of elements in the screen, but overall, superb work!
This is a very fun idea and some simple but effective gameplay. Sadly the last level was just too hard for me and the cell perished. It took me a while to actually spot the golden arrow and it wasn't always super clear which was it was pointing. Otherwise, I very much enjoyed! Well done 😊
Thanks for taking the time to try out my game. Super glad you like the idea. It's funny you mention the visibility of the golden arrow because it was on the fix list when I ran out of time, lol.
The theme unseen being used as "cant see with the naked wyw" is SOOOOOO creative and cleaver, and the gameplay was super catchy, what a wonderfull game, the layering system was GREAT! keep up the good work!
Glad you liked the outcome, even though it isn't perfect, you got the idea.
The layer mechanic was really cool! I was able to gobble up so many little microbes that my health got far above 30/30 so I was able to plow through all the enemies 😂
Thanks a lot! The game could really profit from some rebalancing.
The layer idea was really cool.
...right? :D
Very cool concept, gives a bit of spore vibes. But there's just way too much stuff going on. It's really hard to see weather you're safe to switch layers or not. Maybe only show the layers next to you. or hide them all and give a safe radius upon switching. or give a preview on switching.
Thank you for your detailled feedback! Really glad you enjoyed the vibe, even though I must admit: that's a bit of a sore spot. I experimented with shaders for a day that blurred the layers below and above, like a real microscope would, but the CanvasLayer / Shader ordering (also tried BackBufferCopy, Viewports and shader per object) was always blurring stuff I din't want blurred, and kept things in focus that were supposed to be blurred. That's why I've ultimately settled for alpha modulate, but I admit it could be better. Thanks so much for playtesting!
Very original concept, you did a great job creating the right atmosphere... being a cell was kinda weird haha. I made it trough the 4 levels but i think the game forgot to kill me when i reached 0/30 a couple of times, but who knows how unicellular life works, i guess it was lore accurate!
Super well done and fun game!
Super glad you enjoyed it - and even played a second round :) There was a bug where an enemy could spawn at player position, which resulted in instant death upon start of level 2/3/4 - which is why I defined -5 health instead of 0, just as a dirty last minute quick fix.
Satisfying to gobble up all those microbes.
Thank you so much!
This was such a cool concept! The simple art direction added a lot to the fun factor of the game. The little sound effects helped me navigate and feel rewarded when I did something right. Nice job!
Your kind words are cherished, thanks.
Cool take on the theme Unseen with microbes! I cleared it with 199 score :D
I really like the creative idea of having different layers of zoom! The UI and gameplay was intuitive. in the earlier levels I was getting complacent about having more lives than the max threshold, but this quickly went away in the higher levels where collisions were unavoidable.
The SFX was useful in providing feedback on collisions, and the golden arrows were a nice touch (else i would have been completely lost in the huge petridish)
Solid entry!!
Thanks so much for the flowers!
Really cool game! Excellent take on the theme and I looove the style of the floating layers with the faint crackling in the background. Had me coming back for a second round to make it through the insane finale! Very nice!
This is making me very happy to hear, thank you so much. Any Star Trek Fan should play your game!
I really like the visuals you did with the shading of the petri dish, the paralax effect and layering of all the floaters.
all the floaty stuff looked really cool and realistic moving. you set a really cool atmosphere in my opinion.
I think the healthsystem is a bit broken or i didnt fully grasp it. The first level i didnt really read the tutorial and didnt know what to do and where just roaming around collecting floaters. at one point i had 120/30 health and then i started doing the objectives. the second level i started with 0/30 hp but i think hp carried over from the first level, because i was pretty much not losing hp or dying when touching enemies so i was just plowing from arrow to arrow without avoiding anything, which made the game a bit trivial. then on the fourth level i instantly died after touching the first enemy, so i wasnt invincible after all.
Other than that a really fun idea.
Super sorry you got hit by that bug in level 4 - you are right: I couldn't finish feature "invincibility", so there is a slim chance you spawn on multiple enemies and die upon level start. It's amazing fellow colleagues like you that make participating in crazy events like these absolutely worthwhile. Thank you so much for your kind and extensive feedback, it really means the world to me! I have to admit: 90% of effort was put into visuals and look-and-feel. From there, I improvised the first-best gameplay that came to mind pretty much, which resulted in some balancing issues you noticed. I only ever participated as a team in the jam, this is my first solo work. Thanks for testing and sharing the results in such helpful detail. And you know I loved your game idea as well.
Thanks : D
Very cool. Reminded me of Flow with the moving levels.