Good game! I find that I either win it by making the right couple of moves in the first 2 or 3 seconds (and then just let my increasingly colossal blob hoover up everything else on its own), or I instantly collide with a bigger blob and die.
It is a bit more random than I'd like. The real version of Osmos had some very cleverly crafted levels that get round that problem.
On reflection I could have made the game wait for your first key press - maybe that would help? I did manage to make it regenerate at the start if you lost straight away by appearing inside a larger mote, but if one's heading for you, even a pixel away, it can't tell there's a problem, sadly.
I love it! I made something quite similar for a previous jam (https://pancelor.itch.io/fishy ) so I was confused by how hard this was - I was holding the arrow keys down to move around. Then I read the description and realized I should only press the arrow keys occasionally, and suddenly it turned into a completely different, meditative experience. its cool to see how our different design decisions made our games feel radically different from each other. really nice job! PB: level 14
I really wanted to get that light touch requirement that was in the original Osmos. I only wish I could have managed some visual feedback for it, but I just couldn't squeeze it in the character limit.
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Good game! I find that I either win it by making the right couple of moves in the first 2 or 3 seconds (and then just let my increasingly colossal blob hoover up everything else on its own), or I instantly collide with a bigger blob and die.
It is a bit more random than I'd like. The real version of Osmos had some very cleverly crafted levels that get round that problem.
On reflection I could have made the game wait for your first key press - maybe that would help? I did manage to make it regenerate at the start if you lost straight away by appearing inside a larger mote, but if one's heading for you, even a pixel away, it can't tell there's a problem, sadly.
Glad you liked it :)
I love it! I made something quite similar for a previous jam (https://pancelor.itch.io/fishy ) so I was confused by how hard this was - I was holding the arrow keys down to move around. Then I read the description and realized I should only press the arrow keys occasionally, and suddenly it turned into a completely different, meditative experience. its cool to see how our different design decisions made our games feel radically different from each other. really nice job! PB: level 14
I liked your game too :)
I really wanted to get that light touch requirement that was in the original Osmos. I only wish I could have managed some visual feedback for it, but I just couldn't squeeze it in the character limit.