Farming Blobs
In which I talk about a early game created by Jonathan Mak, who also created Everyday Shooter.

Jonathan Mak is a Toronto videogame maker best known for Everyday Shooter which was recently released for the PlayStation 3 Network (downloadable content good times). I don’t have a PS3 yet so I haven’t had a chance to check it out. It’s won a bunch of awards and the trailers look amazing. Geometry Wars / Asteroids style SHMUP with a weird haunting guitar soundtrack? Yes please!
One of his earlier games ToJam Thing gives a glimpse of his special kind of vision. Like Everyday Shooter, it’s an abstract SHMUP. You play a small quadrilateral, surrounded by blobs. Instead of bullets, you fire a short range beam that inflates the blobs around you. If you inflate them quickly, they pop. If you inflate them slowly, they can grow quite large.
When a blob pops, it leaves you some collectible squares and spits out a bunch of comet-things that pop other blobs, which will in turn spit out more comet-things and collectibles. The number of collectibles and comet-things is proportional to the size of the blob. The smallest blobs don’t spit out any comet-things at all.
The blobs have physics, and bump against one another. You can push them around a little with your inflating beam. Of course, if they touch you, you die.
My favourite touch is that the game level (there is only the one) is tied to the length of the song. When I died, (which was often) I found myself going back over and over again, driven by the need to finish the song.
What I love so much about this game is how layered it is. At every moment, you are presented with a bunch of goals in conflict and mastering the way these play against one another is the key to success.
The top layer is the one common to all games: Survive!
The next layer down is the one common to most SHMUPs: Get points! You get points by popping things (which matches well with Survive!), by collecting the collectibles (which puts you in harms way of the blobs) and by causing chains (see below).
Causing chains is accomplished by making sure there are a bunch of at least somewhat inflated blobs on screen when you pop one of them, in the hopes that the comet-things will trigger explosion after explosion. This also tends to clear the screen of threats and set you up for big points and collection sprees.
So the best way to rack up points is to cultivate a healthy field of Large-Things-That-Kill-You. Once you work this out, you find yourself farming the blobs, gently pushing them away from you with a few blasts of the inflating beam. All the while, you are slipping between the other blobs, which, because you aren’t popping them are appearing in greater and greater numbers.
The longer you wait and the bigger you make your blobs, the more and bigger enemies will be on screen and the harder it is to survive. On the other hand, the bigger a chain you pull off, the more points and the more you clear out the screen.
At some point, equilibrium tips and you either frantically inflate a blob at popping speed, setting off a chain reaction or (if you are me) you run into something and die.
This tension between the immediate goal (Survive NOW), the medium goal (farm blobs to set up a chain reaction) is fantastic. Not bad for a game put together in 48 hours.



