December 13th-16th 2013 :: Theme: You Only Get One
[ Real World Gatherings | Ludum Deals | Warmup Weekend ]
One Color. One Shape. One Objective.
There can only be one.
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Yeah, so I did this katamarish/highlanderish "game" saturday. I wish I had more disposition and willpower to make more levels (since I spent most of the time making things easier to design levels), but it turned out I really needed to rest this weekend.
I could've sent this as a compo since I didn't bend any rules, but I was really tired sunday and slept early :P
Anyways, LD is always an enriching experience!
Downloads and Links
Ratings
#101 | Audio(Jam) | 3.44 |
#189 | Fun(Jam) | 3.10 |
#212 | Overall(Jam) | 3.20 |
#282 | Innovation(Jam) | 2.80 |
#301 | Mood(Jam) | 2.81 |
#328 | Graphics(Jam) | 3.00 |
#438 | Theme(Jam) | 2.25 |
#1329 | Coolness | 37% |
Comments
Thanks, man!
I didn't know about this game, but I'll check it out :D
I love games with game mechanics in which you get bigger by getting smaller entities. Katamari is surely one. Osmos is another. But do not forget about Nozumou by Ikiki (http://www.youtube.com/watch?v=yGrRPFuQivI). Anyway, I really enjoy this entry. Congrats!
Nice puzzle platformer. Felt nice even with the limited graphic, and good ramping music. A reset button when you're halfway and fail would be nice though. :)
Thanks, Beavl! :)
I agree, Joror.. a "reset" button would be nice once you realize you're past the point of no return
awesome music, cool idea, nice direction texts. but couldn't you make the steps more visible? or jumpable.
Cool implementation. I really like the way the instructions were written on the walls of each level, then exposed by the camera tracking the player.
It did feel like there wasn't a lot of player agency or puzzle solving in the game. It was just a matter of following the predetermined path each time as quickly as possible. The chess level was pretty difficult since the larger ball didn't jump high enough to clear the stairs. You sort of had to pound the space bar repeatedly and glitch the ball up the stairs.
Having the ball's controls oriented relative to the camera instead of the world took a bit of getting used to. I'm not sure what you could do there; maybe have the ball trace a rounded rectangle in the room instead of circle when moving left/right?
I wish the shrinking or pushing mechanics had been put to use after they were introduced. I'm betting you had some plans for them.
Overall, cool idea. It was fun.
-mildmojo
You have a neat idea here, try to develop it further in a Marble Madness way, with a lot of varied levels, varied power ups (more jumping), etc.
Definitely would have been nice to have more levels, but what you have here is definitely a great start for a game.
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It's like a platform version of the game 'Osmos' on iPad. The chess level was a nightmare!
Nice job :)