Blob Time by sketchycode
Play the game (web) here: http://ameliawinstead.com/samples/LD43/
Ah, the blob life. Sliding around, sliming it up. It's hard to beat being a nice mushy blob. And I'm pretty great at being a big ol' blob, if I do say so myself.
Although, there are times when being a blob can get tricky. It's heartbreaking, having to leave some of my slime behind, when every bit of slime is part of who I am. It's my identity, my true self. And once slime is gone, you can't get it back, it's gone forever. Just like those star-shaped cookies I loaned Jimmy. It's part of how the world works, part of growing up. But it's alright, because sometimes sacrifices must be made to get what you want.
| Source code | https://github.com/sketchycode/LD43 |
| HTML5 (web) | http://ameliawinstead.com/samples/LD43/ |
| Original URL | https://ldjam.com/events/ludum-dare/43/blob-time |
Ratings
| Overall | 248th | 3.733⭐ | 47🧑⚖️ |
| Fun | 141th | 3.778⭐ | 47🧑⚖️ |
| Innovation | 218th | 3.578⭐ | 47🧑⚖️ |
| Theme | 170th | 4⭐ | 47🧑⚖️ |
| Graphics | 499th | 3.544⭐ | 47🧑⚖️ |
| Audio | 368th | 3.302⭐ | 45🧑⚖️ |
| Humor | 565th | 2.743⭐ | 39🧑⚖️ |
| Mood | 512th | 3.318⭐ | 46🧑⚖️ |
| Given | 56🗳️ | 22🗨️ |
The end?

Some something calm, certain levels did feel like a blood rush, making the player barely make it to the exit or through some obstacles. The last level in particular subverted most expectations from the early levels, and this is one of the few platformers where every jump counts, both as HP and mechanically.
If I were to give feedback, it'd be about the arbitrary difficulty of the levels. Some early ones were more puzzle-y than some later ones, which were, in comparison, just straight foward. This kind of stuff is difficult to tweak, I guess, but still, it made up for an overall odd pacing. Some of the later levels would barely qualify as puzzles.
Regardless, fantastic job. In behalf of [my team](discord.whalesandgames.com), we wish yours a fantastic LD rating period. Cheers! :whale:
My only complain: you should have added a restart level button. I had to press S repeatedly to sacrifice myself every time I wanted to restart and it was a bit annoying.
I feel like this game is well-suited to speedrunning. Gaining speed as you sacrifice goo adds some options for higher-level play where you can play risky for a faster time.
Some suggestions I have after playing through all the levels :
- Landing precise jumps is difficult when you are moving quickly because there is no way to stop movement while falling (other than hitting a wall, you can only move at full speed left or right). Maybe the air control should be separate from grounded control with its own unique momentum, so you can have more precise control over trajectory.
- I noticed that you do not lose slime while standing still, as well as while falling. However, if I held a movement key while falling I would lose slime, even if my movement keypress had no influence on my velocity (maybe a bug)?
- I think it might be interesting if slime was only expended to coat surfaces, so traveling back over covered tiles did not waste slime (jumping could keep its slime cost, maybe splash adjacent floor tiles). You could also allow slime to coat walls, which would reward players for jumping with finesse and not bumping into things.
As simple as the concept is, I think it is one of the best entries I've played.
I wish I could have played more, but I couldn't get past level 3. I need more granular control while in the air to get between the spikes. I'm not very good.
The last level took a bit of an extra think but it was probably fine. You only introduced one mechanic per level, and there were neat variations in environment which I appreciated.
Definitely needs gamepad support. :)
Here's my play: https://www.twitch.tv/videos/345392408?t=45m33s
https://www.twitch.tv/videos/345732966?t=05h00m06s