A Blob's Life by pkenney
Awake as a strange creature in a stranger ecosystem. Can you can figure out enough to survive or even thrive, before space runs out or you end up as lunch?



This game is partly about exploring the systems... I'm not sure if I got the balance of information vs mystery right, it's hard to tell when I already know the answers! A few key things could be better telegraphed to you, though, so I put them on the game over screen in case you don't stumble across them the first time.
Hope you enjoy -- feedback appreciated!
| Windows | https://savagehill.itch.io/blobs-life |
| Source code | http://ricefrog.com/LD42/LD42-ABlobsLife-SourceCode.zip |
| Original URL | https://ldjam.com/events/ludum-dare/42/a-blobs-life |
Ratings
| Overall | 14th | 4.13⭐ | 29🧑⚖️ |
| Fun | 45th | 3.963⭐ | 29🧑⚖️ |
| Innovation | 7th | 4.389⭐ | 29🧑⚖️ |
| Theme | 8th | 4.463⭐ | 29🧑⚖️ |
| Graphics | 135th | 3.815⭐ | 29🧑⚖️ |
| Audio | 110th | 3.56⭐ | 27🧑⚖️ |
| Humor | 64th | 3.538⭐ | 28🧑⚖️ |
| Mood | 67th | 3.66⭐ | 27🧑⚖️ |
| Given | 22🗳️ | 32🗨️ |
You're very much "Running out of space" with this one though. Very tough and hard to complete especially with the walls closing in ;D
Great job!
I really liked the game mechanics and the graphics were once again on point, congrats on one more Jam! When I could swear I finished the game after I went into a blue monster buffet in a corner of the board, but i think I got too big and ran out of space and kill myself!
Congrats!
Controls were a little wonky at time, but the movement is so hilarious that it doesn't even matter.
Covering and eating smaller blobs made me feel like the blob king.
Great stuff
The monsters are varied and interesting, each has its own unique trait. Would perhaps be even better if the shark grew with every few bites and the light blue ones grew after eating a few terrain tiles, but to be honest that seems very hard to balance :)
What I mostly love about this game is how you have an art style which I really like. Don't really know how to describe it, but perhaps "smooth" colors? Like the green of the mushroom counter or the purple of the size indicator, they fit really well against the background. It gives the game a certain vibe. Also, I love the font you used/made. Looks awesome and seems usable everywhere.
Overall, really polished, visually appealing and fun to play. This kind of games makes LD (even more) worthwhile :)
That's a little bit sad that the game still go to game over scene after I make my size to 10 :(
Anyway, great job!
I love how it feels squishy even on the square grid.
The key thing to realize was that when the pink snake eats, he is immobilized for a second, leaving enough time to mobilize to the other side of the map, sneaking just under his teeth.
I was a bit confused why I had to WASD instead of arrow keys when there aren't any other controls, and I had to restart a couple times to get the first popup to show for me (I think it was clearing 'cause I was holding a button?). I also didn't manage to figure out that I could smother small blobs the first time through (though I did accidentally kill a couple anyway). I think I still don't really understand what triggers the arena getting smaller - is it just time based? Generally the mechanical things all felt natural enough though that I had no problem discovering them as I went along - that organic discovery is up my alley anyway.
In the later stages of the game the claustrophobic feel is neat, though sometimes I get pinched in by the monster blob and don't feel I have many options left to me. Trying to sneak past it through a small funnel though, or trying to maneuver such that it goes for one of the other blobs, just feels really awesome and strategic. Like most of your games this one manages to set its hook in with little complexities and strategies that I want to try out later. Really enjoyable gameplay, and nice pacing too, as it ramps up quickly enough that I don't feel any fatigue starting over and over again; probably that rhythm is part of what makes your stuff so compelling .
Oh, love the faces too, particularly the munching face on the pink monster blob. Man that thing is terrifying, hah! There's a lot of fluid movement evoked with just a few animations, and everything goes ticking along without a hitch.
Overall, super solid, and really fun. Nicely done!
It was interesting that mushrooms had diminishing returns to increase size, forcing you to smother and play aggressively on a shrinking world with the pink guy lurking around. Speaking of which, in some cases as soon as it found me I couldn't do anything else but wait for the end and play again, which felt a bit frustrating.
Really solid entry, specially for a compo game. Great job!
To @peachtreeoath @goldranger @boltkey - Wow, I'm super impressed you were able to beat it, that is NOT easy. I owe you an apology because the game had a disgusting bug sending you to the game over screen instead of the victory screen. So disappointing. I was wiring up those scene transitions in the final five minutes and I screwed it up completely. I'll put my shame on record, here is the total blunder I made in my haste:
void Update()
{
if (youWin && Time.time > transitionAt)
{
SceneManager.LoadScene(LoseSceneName);
}
else if (youLose && Time.time > transitionAt)
{
SceneManager.LoadScene(LoseSceneName);
}
}
It's a stupid copy-paste error, as I had coded and tested the you lose path first, and then added the win condition.
You deserved better for your effort. I have put up a "politeness" update on the itch page which changes nothing about gameplay, but fixes this bug. It also allows the arrow keys in additional to WASD, and an undocumented feature where the user can press R to quick restart, because I agree with @ithildin that it's frustrating to wait for the end when you know you've lost.
It's not the same at all, but here is the screen you deserved to see: https://imgur.com/7xgNKCd
@justinmullin thanks for the in-depth feedback. The algo for moving was something I had to thrash on a bit, so if I can find some time to remember and write down the journey, that post-mort could be fun. The sections of the map disappear when they are inaccessible and you could never get there again.
@winnie33 the color choices are 1 part art but 3 parts math. The trick I used after I had one color I liked was to use HSL instead of RGB in the picker, and keep the saturation and lightness the same, but change the hue. I also changed Hue in mathematical ways: for example taking one color I liked and making two "buddy colors" by adding 50 to the Hue and subtracting 50 from the Hue to move in two different directions by an equal distance. Another trick is to go "halfway" by adding 256/2. Read up on palettes and you can easily start making such "smooth" color sets for your own games!
Thanks again everyone - I've played most of your games, but if I haven't got to you yet I'm on my way.
But your method seems smart, picking "complementary" colors (I believe that is the correct term). I'll experiment some with it, thanks for explaining! :)