Thanks!
I think some particular individuals gave it a lower vote. I was watching it for a while and it peaked at 4.54 at the #4 slot of all time :-D ... but then it went back down, people either giving it 4 or less than that. I just today submitted the shot above, perhaps people will like it better. Also the vote scores in the gallery are so tight, if you drop a few points you move down about 20 places, it's like the athletic sprints where hundredths of a second count.
What I'm aiming for with the game so far is to have some kind of character or ship or whatever that the player controls and moves around to navigate through the blob area. This entity will have one or maybe several `bands` of aura around it, also made of blobby objects, which usually will just show as conforming to the contours of the entity. But of course as it approaches various objects or other entities, which also have auras, the auras will interact depending on the color. When you get a blob area form between the player and the object there begins to be a magnetism that draws it toward them. Thing is, of course, some aura colors mean different things so this attraction might be undesirable.
Another big aspect of the gameplay will of course be to do with remaining with the boundaries of the constantly moving play area, finding ways to create bridges to other areas, `docking` with the play area to merge with it for various purposes (to leave an imprint which saves game position, for example), etc. With more than one player of course there's going to be an exciting element of dynamic gameplay because the blob play area will be moving around and transforming - so I'm adding the element of being able to influence the energy field to force gaps to close or pathways to open depending on what you collect or whatever. Should make for a really fun `catch me if you can` kind of scenario.
I'm also planning a very original splitscreen effect hopefully using blobby objects to dynamically reshape the screen shape and merge them together in blobby fashion when the players are occupying a close location. If I decide to have some kind of menu's the operation of the menu's will be using blobby objects and the manipulation of those objects will be how you control the menu options.
I really should stop tinkering around with different variations of the above effect and get down to adding some new visible features. :-D
I think some particular individuals gave it a lower vote. I was watching it for a while and it peaked at 4.54 at the #4 slot of all time :-D ... but then it went back down, people either giving it 4 or less than that. I just today submitted the shot above, perhaps people will like it better. Also the vote scores in the gallery are so tight, if you drop a few points you move down about 20 places, it's like the athletic sprints where hundredths of a second count.
What I'm aiming for with the game so far is to have some kind of character or ship or whatever that the player controls and moves around to navigate through the blob area. This entity will have one or maybe several `bands` of aura around it, also made of blobby objects, which usually will just show as conforming to the contours of the entity. But of course as it approaches various objects or other entities, which also have auras, the auras will interact depending on the color. When you get a blob area form between the player and the object there begins to be a magnetism that draws it toward them. Thing is, of course, some aura colors mean different things so this attraction might be undesirable.
Another big aspect of the gameplay will of course be to do with remaining with the boundaries of the constantly moving play area, finding ways to create bridges to other areas, `docking` with the play area to merge with it for various purposes (to leave an imprint which saves game position, for example), etc. With more than one player of course there's going to be an exciting element of dynamic gameplay because the blob play area will be moving around and transforming - so I'm adding the element of being able to influence the energy field to force gaps to close or pathways to open depending on what you collect or whatever. Should make for a really fun `catch me if you can` kind of scenario.
I'm also planning a very original splitscreen effect hopefully using blobby objects to dynamically reshape the screen shape and merge them together in blobby fashion when the players are occupying a close location. If I decide to have some kind of menu's the operation of the menu's will be using blobby objects and the manipulation of those objects will be how you control the menu options.
I really should stop tinkering around with different variations of the above effect and get down to adding some new visible features. :-D