Bl*bert by JesterSeraph
Can you reach the bottom?

Welcome to Bl*bert, a love letter to Q*bert! Collect as many gems as you can on your way to the bottom for the best score, but watch out for pesky slimes.
Arrow keys / WASD to move. ESCAPE to exit.
This is a solo jam entry, and 2nd in line of my love letters to classics.

Tools used
- Unity 2020.3 (Engine)
- KenShape (3D Modelling)
- Bfxr (SFX)
- Bosca Ceoil (Music)
- Photoshop (Cover image & icon)
Patch Notes
v1.1.0
Fixed missing pitch modulation on the music. The value being passed in was rounding to an int and remaining at 0 always, causing no pitch adjustments to the music. Also lighting settings got lost, so that's corrected.
v1.0.1
Song started playing again every time the game returned to the menu while the original source continued playing. Don't want people to throw their headphones in the trash.
v1.0.0
Original submission! Totally functional and playable, highly recommend muting after your first death though (as the music triggers to play again, and the original source continues playing, so it becomes awful).
Ratings
| Overall | 452th | 3.8⭐ | 22🧑⚖️ |
| Fun | 384th | 3.725⭐ | 22🧑⚖️ |
| Innovation | 842th | 3.275⭐ | 22🧑⚖️ |
| Theme | 840th | 3.7⭐ | 22🧑⚖️ |
| Graphics | 661th | 3.875⭐ | 22🧑⚖️ |
| Audio | 600th | 3.55⭐ | 22🧑⚖️ |
| Mood | 731th | 3.625⭐ | 22🧑⚖️ |
| Given | 12🗳️ | 21🗨️ |
good job
- Music and sound effects fit in nicely.
- Difficulty seems a bit too high; I had difficulty getting very far down at all.
Slap on a leaderboard and add some unlockable characters and you've got a Casual hit.
The only thing I would change is that the ennemies and the bonus look very alike.
Good work :clap:
I think if the enemy hitboxes were a bit more lenient when mid-air, I would feel less "cheated" out of losing some of my runs. There were times where I definitely thought I was going to be sliding right past them just in time to avoid dying, but alas. Really cool entry!

More times than not, I would avoid the orbs, because turning back to get them would put me in way more danger than collecting the orb is worth. ha!
@qorthos Thanks! With more time I would have given some death screen tips like "slimes spawn on the sides of the map and beside holes!" or "slimes always move in straight lines!" I feel like it would go a long way to helping folks learn the behaviours so that they can predict them.
@webox I've seen leaderboards in a couple other games. Is it easy to implement? I'm always terrified of trying to get something like that working within a jam lol.
@leggy Thanks for playing! Yeah, the music was made in 8 minutes and slapped onto the game in 4, for a total of 12 minutes of effort right up at the deadline (thus all the bugs were music-related :sweat_smile:). You may have played before the latest fix, but the music is a touch quieter and also pitch bends the deeper you travel (see patch notes for my goof on why that wasn't working).
@tomtomgome Yeah, I would have loved to make this native to a joystick but unfortunately that wasn't really an option for a game jam, so I defaulted to standard TRPG D-pad controls. I didn't want to make people even more confused by having to learn some weird new set of input keys like QEAD or something, but maybe it would have worked better with a proper explanation instead of letting players try and figure it out themselves.
@squerf Thanks! It was kind of my cheating way to make up for the music being insanely simplistic and rushed. It works better as a short loop that's incredibly repetitive when it pitches down as you travel deeper and deeper. Plus I don't think I'd be capable of making music any better than that LOL.
@nyanpierre Thanks! I really rushed the music, but I tried to capture that classic arcade game vibe with the square waves and repetitiveness.
@anuke Thanks! Game difficulty is definitely something I'm trying to work on. I wanted it to be punishingly hard to give that classic nickel-eating vibe of classic arcade machines, but I could have at least created a smoother difficulty curve to begin with, like the first slimes spawning further apart and moving a little slower. Sadly I ran out of time before I could really tweak those kinds of numbers, so the game suffered from the typical developer dilemma of "well it's not quite challenging to me, so it's probably fine."
@cg-fred I just might have to do that! It wouldn't be super hard to turn this around and slap it on an app store. Unfortunately I lack confidence in my artistic abilities so I don't know how well I'd be able to make a bunch of unlockable characters and such ^^; Thanks for playing, Fred. I'm glad you were able to get into a groove! I fell into that same zen a few times while testing it out lol.
@noeloskar Yeah a lot of your critiques are actually hallmarks of the era and the type of game, but you're absolutely right the difficulty is a little much and a little fast. The controls are standard for isometric games on a grid, but the game is actually about learning how to predict slimes, not dodge them. The jump is intentionally very clunky ;)
@verygenuinecraze Good point! I tried to add some distinguishing features like how the orb has a faint light, but what I really wanted to do was make the ground an orb was dropping onto to turn a different colour to signal it as safe. It wouldn't hurt to also give it more visual difference though, thanks!
@hare-software Thank you so much for saying the words every game developer wants to hear: "This is a very fun game." Hearing "this is polished" or "the visuals are clean" are appreciated, but it's hearing people say they had fun that keeps me coming back to game dev.
The orbs are definitely a bait :eyes: but if you can find your zen and collect all the orbs, you can get scores like this:

Generally the orbs are actually something you should aim for after you're able to complete the 150 depth run without collecting them. A sort of NG+ for separating the casuals from the Epic Pro Gamers:tm:. In that above run I collected all but a single gem on my way down.
I liked the game, but I wanted it to be faster. Everything was slower than I wanted... I was hammering the button three times between each leap, and then when I failed the torturously slow restart was so disheartening. Then I would get back in the zone and be having fun again, but always hammering hammering wishing it was faster.
I would probably have played 5x as much if the speed was doubled.
The art style was nice, but the way it changed and got darker as I went deeper, along with the pitch shifting -- just great. I also liked the design touch of the yellow per-warning of the incoming enemies. You gave me that, and then if I make the mistakes it's my own fault that I lost! Very nice.
Overall enjoyable entry, nice work!