Globey's Revenge by gamesplusjames

Help Globey clear the world of robots and junk!
Roll into objects or throw peeps to destroy them. But keep an eye on your population, let it get too low and you wont have enough people left on Globey to make more, so you'll have to find some people pickups in the world!
Collect dust to recharge your moon shield when you take damage!
Destroy enough items in the level to unlock the exits!
Controls:
- Movement - WASD or Arrow Key
- Roll - Down Arrow or S
- Jump - Space Bar
- Throw Peeps - Left Mouse Button or J
- Slam - Right Mouse Button or K
- Self Destruct - R
- Pause - Escape
Links:
Windows/Mac - https://gamesplusjames.itch.io/globeys-revenge
Ratings
| Overall | 324th | 3.458⭐ | 26🧑⚖️ |
| Fun | 210th | 3.5⭐ | 26🧑⚖️ |
| Innovation | 659th | 2.5⭐ | 26🧑⚖️ |
| Theme | 156th | 3.833⭐ | 26🧑⚖️ |
| Graphics | 284th | 3.792⭐ | 26🧑⚖️ |
| Audio | 183th | 3.5⭐ | 26🧑⚖️ |
| Humor | 71th | 3.75⭐ | 26🧑⚖️ |
| Mood | 441th | 3.13⭐ | 25🧑⚖️ |
| Given | 28🗳️ | 32🗨️ |
If you want, you can check out our entry here:
https://ldjam.com/events/ludum-dare/38/42-mikronikus
Some feedback would be really nice!
That was fun. And a really creative twist on the theme. Controls for the loop were a little awkward but the game was a lot of fun!
I'm very impressed with the art. There are so many good-looking sprites!
I really like this little game :)
All in all a great effort :D
Overall, it needs a lot more polish. Truth be told, though, it doesn't feel original enough.
The movement could use some polish, I was able to clip thru the wall. The ammo counter was confusing and I ended up destroying my population not knowing it couldn't be replenished. I wanna see more stuff where I can sonic spin into enemies.
As a Sonic-inspired platformer, your game does well (especially for 72 hours). The graphics were nice and clean and colourful, I liked the sound effects when launching your population at enemies (nice inclusion of the Wilhelm scream), and the music was catchy. The gameplay itself could do with a bit of streamlining (I found I had to advance very slowly lest I crash into too many enemies/spikes), and the controls, while serviceable, were a bit buggy at times (I found myself unable to go around loops even if I held only the down button). I like your the take on the theme, though I get the feeling you didn't have the time to fully implement your ideas (I know the feeling). Was kind of hoping the third stage would have a boss battle, but I guess you can't have it all! Overall, good job!
Please check out our game, [E.(a)T.](https://ldjam.com/events/ludum-dare/38/e-at), if you have the time.
And by gods, those people as ammo, I laughed harder than I should.
What could be improved:
- hitboxes (obvious thing, always needs loads of playtesting), since clipping happens, and jumps can be blocked.
- clarification with ammo (on first play I depleted my people and ended up empty) - there should be some more feedback here, but the mechanic in itself is very fun
- input: feels somewhat awkward at times (for me), but that's a matter of playtesting and checking out different mappings.
Overall, a solid piece of work, and really polished.
Leaving my rating, cheers!
Not sure if I like that you cant kill enemies in rolling mode. Instead of a sonic game, it's now a very slow game.
Still, as a platformer with multiple levels, it's pretty well done.
Also, way too many keys... I have to look at the keyboard while playing.