Play game
Globbins's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #26 | 4.339 | 4.339 |
| Overall | #151 | 4.132 | 4.132 |
| Style | #331 | 4.274 | 4.274 |
| Creativity | #994 | 3.782 | 3.782 |
Ranked from 124 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Players must change the character size in order to defeat enemies
Development Time
96 hours
(Optional) Please credit all assets you've used
See in-game credits
Music https://freemusicarchive.org/music/Mystery_Mammal/Risk_Society/All_Your_Organs_Get_A_Laugh/
Leave a comment
Log in with itch.io to leave a comment.









Comments
Its so fuuun ! nice polish :)
Great game with tons of juice and polish. Really loved the ability buff cards at the end of each wave being tied to the sizes, and having to decide on which size to prioritise powering up for the next wave. Really great job!
It feels just really nice to play! very simple concept and mechanics polished to shine!
Really great game! Loved the feel of it. The attacks felt heavier or lighter when you changed sizes. The art is simple, cute, and clear. The sound feed back and screen shake makes it feel like I'm doing really good damage or impact. I would also put some sort of feedback for when the player gets hurt, like a sound, or some sort of push back. Really really great job!
Almost top-down perfection, sound and style are top-notch and the gameplay is bug-free and feels like it's the right difficulty.
Only issues/improvements to make are:
Other than that, very good eye-opener for me to see how to spend less time on art and effects during jams.
The game is amazingly good. The design was well-thought-out, and the mechanics were greatly polished. My only criticism isn't really a mistake on your part, but something that could improve the web build.
The game lags when particles are first summoned. All you need to do is use CPUParticles2D when the game is being played on web (you can check that with OS.get_name(), as far as I remember). And you can tell the game to use GPU/CPU particles depending on the platform. You can have an if statement that enables the CPUParticles2D and disables the GPU ones when the game is a web build. It's really useful for game jams. Last year I had the same issue and I fixed it this way (and I actually suggested it for your game last year too).
:D
Pretty fun and it feels very nice! I just wish you could change your size using the scroll wheel.
Wow I got addicted to that fast. Beat the game and it was super fun, the boss was such a unique idea as well as the mechanic. But it took me a long time to figure it out because the tutorial didnt immediately present itself i had to go seek it out. Amazing gameplay! My click finger is tired now from holding the mouse button down for like 15 minutes haha
This was great! Large size jump is great for repositioning + knockback of the little guys before switching in to take them out. Lots of great strategy opportunities. Visuals and sounds work so very well. Thank you for making this!
Well polished!! Nice skillset design and graphic! Love it
oh how I wish there was an endless mode, cause this is very very fun
Great utilization of the theme and the game feel is fantastic
Played through the normal difficulty to the end, enjoyed it a lot. I wish there was a bigger difference in defence tactics of different sizes, which weren't matched in size to the red enemies. Arguably only the smallest has a "defence" move, which isn't that much different than just running around. For example, what if the dynamite had some debuff effect on enemies of the "wrong" size?
I love it. really great fit for the theme,
Cool that each size of the player has different skills, fire frequency, melee and ranged differences.
only things i would change is to not spill blood when attacking an enemy which i can currently not hurt because i am not matching his scale.
Also as Dusty mentioned, maybe increase the difficulty curve a little bit, on normal it is maybe a little bit slow.
And give the enemys maybe slightly less HP, to be not such bullet sponges sometimes.
Maybe you can try to map the 1,2,3 scale change to the mousewheel or something.
Maybe this would be cool for a couch coop game with a buddy and two controllers?
Very well done!
Respect ;)
Cool game, very nice polish. Idea is alright and the abilities were cool. I wish you had reasons to equip other sizes even when there are no enemies of that size. Overall pretty good submission, i bet this will be in the top 100.
Awesome game. I beat it on normal. I think that there are a few areas where the juice is masking gameplay issues, but these are relatively minor and expected for something made with so little time to playtest and iterate. For instance, I think that it takes a little too long to kill each Globbin and that the small ones are too difficult to hit; at the same time, the Globbins aren't especially threatening on their own. This means that the ramp-up and ramp-down of each level is a little boring, as the player spends a lot of time kiting a handful of Globbins around without taking them out very quickly either. Furthermore, I think that the different fire modes might be a little unbalanced, that the Globbin sizes should be more unique and distinguishable, that the boss round wasn't very different, and that the control scheme of number keys to switch modes was awkward.
I'm only giving such detailed criticism, though, because the game really earns it. It's worth taking seriously, you know? You did an amazing job. And it looks at a glance like you're a solo developer, too, which makes it even more impressive.
Felt very good to play! Only criticisms are that it was hard to tell when key things where happening ( taking damage, hitting enemies of the wrong size ), and that there were not any different enemy types. Good time!
I really like how juicy the game is! Is there a final wave or is it endless mode?
Thanks! There are 10 wave, with the 10th being a boss wave.
Hey, watched you stream some of the development on YouTube. Game turned out great! Very polished, fun to play, no (obvious) bugs, and great difficulty scaling. Tough to pull off during game jams. The one thing that I would change is some indication that you aren't actually hitting enemies of the wrong size. The knockback on them made it feel like I was supposed to be doing damage. Great submission and wishing you success in game dev!
This game is so good! I love the art and sound design, particularly the squish! So satisfying!