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A jam submission

StickybunsView game page

Use sticky globs to power up your character and fight enemies
Submitted by ChrisLHall (@MrChrisLHall), thinquinn, nshkurkin — 39 minutes, 37 seconds before the deadline
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Stickybuns's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#27892.5143.556
Presentation#30972.5143.556
Overall#31682.5143.556
Originality#34602.5143.556

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The player and enemies gain abilities from sticky powerup globs that can be thrown around

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted(+2)

The art is very cute and i like the idea a lot + its 3D game. Congratulations with that one!

Developer

Thank you very much! I was a little worried about going to 3D but it worked out :^)

Submitted(+2)

This is a cute dungeon crawler and I like the 2.5D aesthetic. The glob mechanic is cool as a powerup that has to be managed :D nice work!

Developer(+1)

We took inspiration from Paper Mario (simple 3D world mixed with 2D characters), which ends up being easier to implement for a jam than a fully-realized 3D characters and environment. Cheers and thank you.

Submitted(+1)

Very very neat idea, even if this entry didn't show off the full potential of this mechanic I really like what you're going for here. I think to really push the player in to engaging fully with the glob mechanics, perhaps each glob can have both a positive and negative - even if it's just something like the more globs you have attached the slower you move. That way the player is more frequently making decisions on whether or not to keep globs or throw them.

I really hope you continue fleshing this out post jam!

Developer

We agree that the idea can be taken a lot farther, it's just 48 hours was not a lot of time to implement and explore our concept. 

I think to really push the player in to engaging fully with the glob mechanics, perhaps each glob can have both a positive and negative - even if it's just something like the more globs you have attached the slower you move.

We actually had these very same ideas! One idea was also to make the globs stick to each other as well, meaning you form a structure around you making it harder to fit in spaces, move slower, etc. Also, throwing the health at an enemy will cause it to become a bomb, which was one way we thought would give you incentive to throw your gun / health globs. 

I really hope you continue fleshing this out post jam!

That's the plan! Cheers and thank you for writing.

Submitted(+1)

Adorable concept for an arena dodge ball shooter.

Submitted(+1)

I like your game idea!

I had a bit of trouble playing with only my keyboard (can't point & shoot with my laptop's trackpad). I think that the keyboard movement would be a little more intuitive if the player shot in the direction they're facing instead of using the arrow keys to aim.

Because of the controls (and/or my lack of skill), I wasn't able to explore the game as much as I wanted to. Really cool concept though, and fun presentation!

Developer

Yeah that's fair, we focused a lot on Mouse + Keyboard and Controller input. The Keyboard-only was tacked on at the end. Thanks for trying it out and lesson learned we need to have air-tight controls for laptops w/o mouse, etc.

Submitted(+2)

Good evening, I was about to write a comment about how I wasn't able to start the application on Mac, luckily I was saved by your introduction, thanks for that already :)
At first I wasn't quite sure what to expect from "Sticky buns" but it really lived up to its expectations :D
The idea to pick up buffs/debuffs/abilities and throw them away on demand again, is pretty neat  and I haven't seen a similar mechanic myself before. I didn't investigate the AI of this game but it didn't feel awkward and barely noticeable (which is a really good thing). It was difficult get rid of slow/poison buffs again once picked up, you basically had to throw away all your inventory to walk normal again which was a bit annoying. I am a bit sad that we only had 4 different power-ups in the level because this is definitely a scalable concept but this is not something I hold against you. Overall I enjoyed your game to most so far, considering the entire game experience.

Well done!

Developer

I'm glad you were able to figure out how to run the game! 

It was difficult get rid of slow/poison buffs again once picked up, you basically had to throw away all your inventory to walk normal again which was a bit annoying.

We didn't have a lot of time to hone in on inventory management or teach it to the player, but at the last minute we had added a Q/E method to cycle through which glob you will throw. It's just when you are in the heat of battle you don't really have a lot of time to swap and throw the specific one that is the issue. We wanted to lean into it being hectic to be poisoned / frozen / have a bomb attached to you and making quick decisions about your globs. Chris had an idea where you could press a button to expel all of your globs at once, but we ran out of time.

 I am a bit sad that we only had 4 different power-ups in the level because this is definitely a scalable concept but this is not something I hold against you.

We actually have a list of over a dozen different powerups! We picked the ones that were the easiest to understand / implement / teach in the time allotted. 

I enjoyed your game to most so far, considering the entire game experience. Well done!

Cheers and thank you!