"Just keep spreading, just keep spreading"

Note: Please wait for the animated cutscenes to stop moving before proceeding with the next dialog, you might miss something

Controls
WASD, Arrow Keys - Movement

Space - Dialog

Thanks for playing! :D

Mechanics
Spreading
-The player spreads and lose some mass, when the mass reaches 0 kg, it cannot spread anymore. Then level restarts.

Trapping enemies
-The player can trap enemies by colliding with them. But it also requires more mass (5kg per enemy deducted on level 1, player must have larger mass on level 2).


Peanut butter and Jelly packages
-When the player collides with the packages, it consumes it and gains some mass.

Cafeteria tables and chairs
-When the player pass through this object, it will reduce its movement speed by 50%.

Bombs
-The player will be eliminated if it gets hit with the bomb projectile and the blast. Then the level restarts.

Broken control panel
-The player gets knocked back when in contact with this object.

Download

Download
Spread Spreading.exe 17 MB
Download
SPREAD SPREADING - Game Design Document.docx 36 kB

Comments

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I love the effort that you put into the awesome intro cutscene, and the object descriptions below the game window.  The storyline is deeply horrifying lol. I like the mix of turn based and active gameplay this game provides offering you time to plot your plans, but stuck with them after the choice is made.

Do you know if your game engine can export to "nearest neighbor" rendering? This would give your game crisp pixel art, if that's something you want.

Correct me if I'm wrong, but it appears your diagonal movement is faster than your horizontal or vertical movement, which is usually something you'll want to normalize.

When you run out of pb and J the game restarts immediately. This is a problem because when that happens you will move your character in the direction of your key press. Since that resource is vital to the game design, this should be addressed.

The knockback from the computers is pretty weak, and if I hadn't read that it was a knockback, I might have thought it was a bug, and behaving oddly. Having animated electricity might help seal the effect as well!

I think the game relies a bit too much on randomness for it's design, for e.g. The boss that threw bombs was challenging, but the challenge was mainly due to the amount of luck you had on the bomb placement. Otherwise, the strategy was the same each time.

I loved the ending of the game. Very fun, very silly. Thank you for making this cool game!

(3 edits)

"Do you know if your game engine can export to "nearest neighbor" rendering? This would give your game crisp pixel art, if that's something you want."

-my engine was GameMaker. On executable, the game have crisp pixel art, but for some reason it changes on html5 export. Will look into it when I have the time.

"Correct me if I'm wrong, but it appears your diagonal movement is faster than your horizontal or vertical movement, which is usually something you'll want to normalize."

-Yes, I was going to fix it but didn't have the time, so I leave it as "it's not a bug, it's a feature" kind of thing haha because level 1 is quite hard without doing diagonal movement speed boost.


"When you run out of pb and J the game restarts immediately. This is a problem because when that happens, you will move your character in the direction of your key press. Since that resource is vital to the game design, this should be addressed."

-Yes, I saw in your game that there's a pause before the player can move again. But for my game I should have put a "you died" screen with a button to press to restart the level, but then again didn't have enough time to do that haha, on the next jam will surely include quality of life improvements.


"The knockback from the computers is pretty weak, and if I hadn't read that it was a knockback, I might have thought it was a bug, and behaving oddly. Having animated electricity might help seal the effect as well!"

-This is a great advice, I will also include sprite animations next time.


"I think the game relies a bit too much on randomness for it's design, for e.g. The boss that threw bombs was challenging, but the challenge was mainly due to the amount of luck you had on the bomb placement. Otherwise, the strategy was the same each time."

-I made it harder in the center but with easier path, when the player realizes they can go the side of the walls where the bombs almost doesn't explode it will be easier.


Thank you for this in-depth analysis and appreciation for my game, I really appreciate it. And see you as well for the future PirateSoftware game jams :D


you're welcome!