The physics movement feels very nice, speeding around the labs as a liquid amalgam of magnetic ball bearings. I didn't really figure out what to do on the lower floor yet. Environments feel very thought out, love the design. Can't imagine how much effort went into modeling all that during the allotted time frame. Definitely one of my favorites this jam!
Interesting mechanic you've got there. Never seen such a mechanic being implemented in a game before, so kudos on that. I have to be honest and admit that I got stuck in the room after the elevator, where you need to drive a "fan"-like structure to lower something down? A few times I tried and still couldn't manage to gather enough mass to solve the puzzle, probably I am losing too many of them along the way.
A few other issues such as no sound that makes the game feel awkwardly silent, and the physics-based movement some things feel like not responding to player input, making a rather frustrating experience when that happens.
But anyway, nice idea for a game, with more polish this might go somewhere! Keep on the good work!
Neat game! I have no clue how you went about creating all these mechanics but it's really good! x]
I was definitely stuck on the first room for a while because I didn't realize it was a scale xD, but afterwards got to the lift and perished by the hands of robots :').
The abilities are wonderful, I just wonder if you could remove access to them, and then gradually teach the player about them over-time instead, because I felt a little overwhelmed by it all :').
All things considered though, this is awesome! Noice job on getting it done for the jam amigo! <3
The plan was to have more sections for the Amalgam to learn new abilities through various sections that would introduce the player gradually, but the extra sections had to be cut for time. The functionality is already there to disable the abilities, they just need those section to be worth using. Such sections might be added to over time post jam.
Really interesting fluid systems here. Love all the art work. Wishing there was an easier way to understand what state your mass was in, (mode 2). Not super intuitive to play but the concept is interesting. I think it's just a skill issue on my part. Want to come back to this one.
Just uploaded the newest build, with new ui to show your current ability, mass state, if youre attracting mass or if stoic structure is active. Probably will help, even if its a bit basic. Near fully textured and has enemies now too.
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The physics movement feels very nice, speeding around the labs as a liquid amalgam of magnetic ball bearings.
I didn't really figure out what to do on the lower floor yet.
Environments feel very thought out, love the design. Can't imagine how much effort went into modeling all that during the allotted time frame.
Definitely one of my favorites this jam!
Interesting mechanic you've got there. Never seen such a mechanic being implemented in a game before, so kudos on that. I have to be honest and admit that I got stuck in the room after the elevator, where you need to drive a "fan"-like structure to lower something down? A few times I tried and still couldn't manage to gather enough mass to solve the puzzle, probably I am losing too many of them along the way.
A few other issues such as no sound that makes the game feel awkwardly silent, and the physics-based movement some things feel like not responding to player input, making a rather frustrating experience when that happens.
But anyway, nice idea for a game, with more polish this might go somewhere! Keep on the good work!
Neat game! I have no clue how you went about creating all these mechanics but it's really good! x]
I was definitely stuck on the first room for a while because I didn't realize it was a scale xD, but afterwards got to the lift and perished by the hands of robots :').
The abilities are wonderful, I just wonder if you could remove access to them, and then gradually teach the player about them over-time instead, because I felt a little overwhelmed by it all :').
All things considered though, this is awesome! Noice job on getting it done for the jam amigo! <3
The plan was to have more sections for the Amalgam to learn new abilities through various sections that would introduce the player gradually, but the extra sections had to be cut for time. The functionality is already there to disable the abilities, they just need those section to be worth using. Such sections might be added to over time post jam.
Thanks for playing!
Ahhhh, fair enough! Sounds like you're already making strides in that direction then :) awesome!
Sounds great and no need, it was fun! x)
Really interesting fluid systems here. Love all the art work. Wishing there was an easier way to understand what state your mass was in, (mode 2). Not super intuitive to play but the concept is interesting. I think it's just a skill issue on my part. Want to come back to this one.
Just uploaded the newest build, with new ui to show your current ability, mass state, if youre attracting mass or if stoic structure is active. Probably will help, even if its a bit basic.
Near fully textured and has enemies now too.