Goyom needs to get to the green tile, but he is quite lazy. He is quickly tired, so moving is quite hard for him. Luckily his favorite candy is everywhere so when he eats that he can move a little longer. Get Goyom to the green tile without running out of energy!
Use WASD or the arrow keys to move. You can check how many steps you've got left by hovering over your energy bar. Hit Enter on the green tile to finish the level. You can quit a level with Esc. Move through the menu with the up/down arrows and Enter. Use R to restart the level.
Daily levels require an internet connection (the files are about 4kB in size). I'll try to keep the levels ready for the upcoming days, but it may be that I didn't finish the level yet, so it will fail (also if you manage to play this on 30-07-2017 there's no level as well (I set the level to 31-07 so more people could enjoy it)).
Build tested on Windows (7), but you can give mac/linux (or something else) a try. The game requires Java 8 or higher to run.
I had fun playing this game! I made it through all of the available levels. I'll admit I struggled a little at first to understand exactly how each candy worked, but once I got it, I was having a good time planning my moves to determine my route. Clunky menu system, but I got where I needed to go.
@coauctor Haha, i thought so too. Apparently, that's the indication that the play button is selected. Just press enter.
The game was ok, not my favorite since it's a puzzle but i don't really need to think a lot. Just reset a few times without thinking and i'll pass the level eventually.
The UI can get more improvement. Similar to the guy above me, i was having trouble entering the game until i just try clicking enter and stuff. Can't really read the instructions too for some reason.
It's a neat little puzzle game, a bit too easy for my liking because most of the time it's fairly easy to see which path you're expected to take. (but credit where it's due: level 5 did take me a while to get right).
I liked the background music, but found it kinda sad it was so silent. The movement sound could also do with some variation (like randomizing the pitch).
I won't go into detail about the UI, because it's been mentioned before, but yeah... I was expecting a clickable UI.
Overall it's a decent game (at least I enjoyed playing it). I wouldn't say it's bad, but it has its flaws (then again, all games do).
I like the simplicity of the game. Also, daily levels! That's really cool that you did some work ahead of time to be able to release those on a schedule. Not sure I have seen that before, well done!
I'd probably prefer the number showing how many moves I have left to just always be on instead of having to mouse over it. Also it's not clear how much energy each candy gives besides trial and error. Two small suggestions, was a great entry!
It's somewhat unique. The first level might be discouraging because the player is still learning what the candies do, but there's no room for mistakes and it's kind of long. Level 2 seems easy in comparison because the layout directs you to the right path, perhaps it should've been the intro level.
The idea is nice. I like the different kinds of candies. Only I would like to see a number of steps which left instead of lifebar (or both). When I am on the green tile the game could automatically switch to next level and also if the player has empty energy, the game could stop.
But I really like the game and I had fun. Great job!
Very nice idea. The game works really well. Nice level design. I like the graphics and sound. Though, it would be nice to have a visual indication on the different candy, like a number, or different sizes. So you more easily recognize the stronger ones. Cool game!
Hey nice game! I liked the concept of having to plan out your moves based on how much energy each blob gave you. I eventually figured out what the approximate amount was for each, but it was still hard for me to be strategic about it. Maybe I'm just not cut out for games like this :)
Nice game but I felt quite cheated when you kept the R key restart in secret from me :C Luckily I found it.
I really like the controls. No unnecessary animations made it clear where you are and where will the ooze be after you move.
Levels were also nicely designed. It was usually obvious where I should go or there were not that many complicated options. Still, room to fail but I always had a feeling that I was my fault. Even tho backtracking was quite substantial after I failed, it was not a problem because I could easily autopilot back in that spot.
Interesting idea, but it is way too predictable, and there is basically no way to lose as long as you can count to ten. I think that having more types of candy, having the effects work together in different ways, and confusing the path by putting in extra candies that lead nowhere would add a lot of depth to the game, and make it more interesting and fun.
The idea seems nice, the puzzles seem possible but also quite hard. The explanation button is way too hard to read (at least for me. Some letters are half drawn). The graphics could use more work and the difficuly scale should be lowered a bit (or have an easy/normal/hard mode button somewhere).
There is definitely some strategy to this game, but the candy isn't clear enough. The green ones seem to fill it all the way up, and the red not at all?
In my opinion, this is a great idea. It just needs more polishing and more balancing of the levels. Some more explanation of what each candy does would be appreciated too!
Really cool that you had time to put together the daily level downloading. Zooming out the view is a clever trick to increase difficulty for the player which probably also made it easier to make increasingly difficult levels.
I think that it would be better to move the player when the keyReleased(int keycode); method is called. I sometimes went zooming off, burning all my power, by holding down the arrow keys haha. Very nice game otherwise.
Interesting game. I found the puzzles a little simple, as there was always one (fairly) clear path which would eat all of the candy (usually in almost exactly the number of moves remaining), with rarely any choices on where to go next, so that made the puzzles less interesting than they could be. Gameplay was nice and fluid though, it felt good to be flying over a bunch of candy and picking it up just in the nick of time =).
It reminds me a mini-game of the second opus of Professor Layton when you had to make walk a hamster so as it can lose some weight. But to make it walk, the hamster needed some motivation. In other words, items you put in strategic places of the greed to make the hamster as far as possible. Nice adaptation of the concept ;-)
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The game was ok, not my favorite since it's a puzzle but i don't really need to think a lot. Just reset a few times without thinking and i'll pass the level eventually.
The UI can get more improvement. Similar to the guy above me, i was having trouble entering the game until i just try clicking enter and stuff. Can't really read the instructions too for some reason.
Overall, it's a decent game for killing time :)
I liked the background music, but found it kinda sad it was so silent. The movement sound could also do with some variation (like randomizing the pitch).
I won't go into detail about the UI, because it's been mentioned before, but yeah... I was expecting a clickable UI.
Overall it's a decent game (at least I enjoyed playing it). I wouldn't say it's bad, but it has its flaws (then again, all games do).
I'd probably prefer the number showing how many moves I have left to just always be on instead of having to mouse over it. Also it's not clear how much energy each candy gives besides trial and error. Two small suggestions, was a great entry!
It's somewhat unique. The first level might be discouraging because the player is still learning what the candies do, but there's no room for mistakes and it's kind of long. Level 2 seems easy in comparison because the layout directs you to the right path, perhaps it should've been the intro level.
Level 5 is positively insane.
But I really like the game and I had fun. Great job!
I really like the controls. No unnecessary animations made it clear where you are and where will the ooze be after you move.
Levels were also nicely designed. It was usually obvious where I should go or there were not that many complicated options. Still, room to fail but I always had a feeling that I was my fault. Even tho backtracking was quite substantial after I failed, it was not a problem because I could easily autopilot back in that spot.
Good job.
Keep moving forward.
There is definitely some strategy to this game, but the candy isn't clear enough. The green ones seem to fill it all the way up, and the red not at all?
In my opinion, this is a great idea. It just needs more polishing and more balancing of the levels. Some more explanation of what each candy does would be appreciated too!
Zooming out the view is a clever trick to increase difficulty for the player which probably also made it easier to make increasingly difficult levels.
Good job on the daily level downloading. I would have never expected that from a game jam!
I sometimes went zooming off, burning all my power, by holding down the arrow keys haha.
Very nice game otherwise.