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Sunday, February 15, 2009

Yellow Goo Love Update

It's been a little while since I talked about Yellow Goo Love, eh?

The truth is for a while I was stuck in a rut. I ended up spending too much time trying to polish the game and fix bugs rather than design new levels, and eventually each time I came to work on the game I'd end up quitting in frustration over something I couldn't get just right. Luckily, I think I've polished it to the point now where I'm ready to move forward a little more.

I don't think I've talked much about the concept yet, either. In the game, you use a mouse to launch around an elastic ball of goo that drips and splatters every time it hits stuff. The control and movement feels really physics-based, but the levels are all designed as very short platforming puzzles.

Basically the game's main focus is really gimmicky, short levels that make use of a large variety of different mechanics. As you play the game you'll face a really constant stream of new level pieces, but only in bite-sized bits. It's kind of like the game has ADD. You also have the option of browsing through levels with the left and right arrow keys, so you can beat levels in whatever order you feel like, perhaps skipping ones you're stuck on. It's very casual in that way.

And here are some screenies for those who are curious...

In a blue zone, you can jump even while midair... essentially giving you limitless freedom of motion.

In this level, you have to time your way through the razors which open and close at regular intervals.

The black line extended from the circular blocks spins around and around like a really fast clock hand; you can attach yourself onto it by jumping onto it, then launch yourself by clicking again.


Andrew said...

Looks cool dude! I look forward to its release!

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