Posts Tagged ‘jellies’

Under the Sea

Posted by (twitter: @playmedusa)
Sunday, April 27th, 2014 4:13 pm

There are lots of creatures Under the Sea having fun. You know what I mean with fun. As in reproducing. Now Summer is coming and jellies are preparing a new invasion. Help them increase their numbers! Push same-color jellies together, but keep different-color jellies apart, or they’ll fight to death.

Under The sea

Jellies having fun.


Quite a fun idea that unfortunately lacks balance. Things start slowly and you can tell jellies where to go, avoiding fights and pushing them towards same-color jellies to procreate. When numbers rise and jellies with different colors start colliding, you have to click on them to stop the fight.

But with lots of jellies on screen you end up clicking on fights and just letting them look for a mate without help.

It was fun, nevertheless, and I learned a few Unity3D tricks on the way:

a) you can use AnimationCurve as a public parameter in any gameObject, which renders my FreeTweening class useless. Super useful for some tweening!

b) I seriously implemented a finite state machine with coroutines time for the first time in years, following my own tutorial (lol) I added a few ‘life events’ that are used to switch states. Quite useful too.

c) I solved how to handle single events when two entities are involved. In this case, both love-making and fights. The first jellyfish that detects the collision handles it all, telling the other one what to do if both of them want to ‘play’.

All in all, quite satisfied. I hope you have fun (here’s the entry). Or at least that you find something useful in the source code X)


LD7: Pathmania: Way of the Jelly

Posted by
Thursday, November 29th, 2007 2:21 pm

This was my entry for Ludum Dare #7, which was the first LD I entered. The theme (growth) eventually gave me the idea of growing a maze.

So, you create the maze as you walk around inside it. When the game begins, the maze is just a set of disconnected squares. Each of these squares can be linked with a set number of its neighbours (how many depends on the square, from none to four), and you create new links by walking from one square to another where there’s no previous link. Once a link is created it can be walked on as much as you want, but a link can’t be removed once created, so you have to be careful when creating your maze so you don’t get stuck.

Once I had that working the deadline was looming close, so I threw in some keys and locks and made the objective to clear all locks of each level, to make the thing resemble an actual game. In the end there was four levels, a random level generator, and also a level editor.


I wrote in the original README that I’d continue to work on the game, something I haven’t done. I still like the general idea behind the game, but it has this tendency to degenerate into just staring at numbers, which isn’t very fun at all, and on top of that it’s easy to get stuck, having to restart the level if you don’t pay attention. Perhaps some of the extra elements I didn’t have time to put in the game for the compo — more tile types, powerups, bombs, enemies — would have made it better (more varied if nothing else), but I think the interface is the main problem. It should be more obvious what tiles can connect, how many exits are left, etc, so there’s less guesswork, no number tracing, just puzzle solving. Since the levels are so “dynamic” getting that to work would be tricky, though.

Download: [ Windows | Linux (x86) + source code ]

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