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From a design standpoint, full-keyboard control scheme games are genius, with 'Keyboard Sports' being the absolute GOAT of the format. And here comes Blobbert, making a valiant attempt to come as close as possible and that from a game jam title!!

The art is unique and charming. The physics spectacle is fun to watch even on the first couple of screens when you’re not fully in control. There was one point where I mashed out “ouijhyghvcfddbcdvcdcdcbvnnmnkjioo089786” followed by “12dfr56987yuhghbvcdxsssw” in the next screen, which was really hilarious.

The soft-body movement and momentum feel are strong enough that once it “clicks,” you stop looking at the letters and start playing by hand shape (“Monkey Paw,” “Tiger Claw,” and “Hulk Smash”) and keyboard geography. The sync-up with what’s happening on screen is inventive, memorable, and bold. 

In addition to the visuals, a lot of effort went into building a finishable story with structured level design: corridors interluded with puzzle screens. The build-up is gradual enough, and the punishment of rolling back to previous screens is genuinely painful.

At some points accidental movements against objects make a sound, which is nice. What it misses, however, is some form of feedback or guidance through visual cues for all the other possibilities. Dripping water, glowing lights from the room above, or similar subtle hints are easy ways to help the player without feeling like a “GO HERE DO THIS” tutorial. Adding seemingly useless but reoccurring objects (like a companion cube blob) in rooms also encourages experimentation and happy accidents when placed strategically.

The only real catch is that the mechanic depends entirely on technical stability. When it runs well, it feels intentional and slick. When it doesn’t, it feels like Blobbert has unionized against the frame rate. The ambitious “press the entire keyboard” system also allows for brute-forcing edge cases, so input desync or stuck keys become very visible very quickly. But because the game is so visually and tonally joyful, it earns a ton of goodwill, enough that most players will overlook those issues. At least I did, even when it crashed at the end. Twice.

The core idea absolutely works. For a game jam, this is one of the most original entries, and despite the technical stress-test-layer doing its best impression of a hidden difficulty setting, it’s one of my favorites of this jam so far.

For a full version, the priorities are clear: stabilize performance, clamp the physics behavior, and add feedback. Then Blobbert stops being “funny but volatile” and becomes “brilliant and reliable”, which is a much more dangerous creature altogether.

Ps. I didn't test it, but do you support Dvorak, Azerty, etc.?

Thank you for the crazy detailed write-up! Sorry you got the beaker crash twice, that is a real gut punch 😭

This is all valuable feedback, and you essentially laid out our post-jam priorities. Uncouple performance from the game breaking issues it causes, do better at introducing mechanics/areas, polish up the environments to match the quality of the hand-drawn assets.

The jam build of the game doesn't support other keyboard layouts, so that is another good thing to add to the post-jam updates.

Thank you for playing Blobbert and understanding the vision! :)

Ditto what my co-dev said. Thank you for the thoughtful write-up! I'm in awe at people's excitement about our game 💙