Bloomp Purple by murilo
POST-JAM version has more levels, proper ending, different music and
other little tweaks!!
Help Bloomp escape the mysterious underground complex he accidentally fell into in this puzzle platformer!
==DEFAULT CONTROLS= (YOU CAN CHANGE IT IN OPTIONS, GAMEPAD SUPPORTED)
LEFT/RIGHT --> MOVE
UP --> JUMP
H --> FIRE
J --> NEXT WEAPON
ESC --> GAME MENU(during game) / QUIT
Use mouse for menu options.
HINT!!!! PRESS 1-7 KEY TO FIRE SPECIFIC WEAPON WITHOUT SELECTING IT.
Game made by Murilo
Music by Sary
other little tweaks!!
Help Bloomp escape the mysterious underground complex he accidentally fell into in this puzzle platformer!
==DEFAULT CONTROLS= (YOU CAN CHANGE IT IN OPTIONS, GAMEPAD SUPPORTED)
LEFT/RIGHT --> MOVE
UP --> JUMP
H --> FIRE
J --> NEXT WEAPON
ESC --> GAME MENU(during game) / QUIT
Use mouse for menu options.
HINT!!!! PRESS 1-7 KEY TO FIRE SPECIFIC WEAPON WITHOUT SELECTING IT.
Game made by Murilo
Music by Sary
| Windows (Original) | http://www.mediafire.com/download/vhlk0fdizcna2h4/BloombPurple.zip |
| Windows (Post-Jam) | http://www.mediafire.com/download/s7l23j58mca93fo/BloompPurplev02.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=6882 |
Ratings
| Coolness | 68% | 3 |
| Overall(Jam) | 3.81 | 105 |
| Audio(Jam) | 3.35 | 244 |
| Fun(Jam) | 3.92 | 45 |
| Graphics(Jam) | 3.14 | 594 |
| Humor(Jam) | 3.34 | 280 |
| Innovation(Jam) | 3.86 | 86 |
| Mood(Jam) | 3.43 | 257 |
| Theme(Jam) | 4.25 | 17 |
The only issue I had was that some puzzles were time based, and it was hard to switch weapons fast enough. It was doable after dying and knowing exactly which ones to use the second time.
I never ended up needing the wooden statue; I used the car as a weight before I discovered the statue existed. Tried to use the statue at the very end when the spikes descended into the water, but was disappointed to find out that it didn't float, so I simply had to restart the level.
Controls felt a little stiff, but not so bad that I couldn't do what I need to do.
The variety of "weapons" was fun. Though the fun was lessened when I had to micromanage three different weapons in a short period of time to get through a spot. But that's just because that's not my preferred style of play.
GOOD JOB
Fun puzzles, although I think some items could have used a slower introduction. Using combinations of items in short succession was the point where the game really began to shine.
Really fun game
Yes, there will definitely be more levels in the post-compo game. I had so many level/item ideas with these mechanics but I ran out of time :( The last level for example, was made in the last hour prior to the deadline.
There are short cut keys for each weapon, 1-7 keys.
But I intend to make some sort of easy weapon selection mechanic that stops/slows down the game while at it.