Glob is now available in the app store. Has been for a while actually, haven’t gotten around to posting in Showcase before now. =)
Here is a video, and here are some shots:
I did the programming and most of the creative direction on this game on behalf of Artplant. I’m available for freelance programming, should you like the game. I’m fluent in Unity iPhone/desktop and Cocoa Touch, plus most languages and 3d technologies. Contact me at johan.overbye(at)gmail.com.
You should post this in collaboration as well, if you are looking to pick up some work for yourself.
The game is great, I loved the gameplay mechanics and the art-style and music fit perfectly. I’ve only got to play 2 levels so far, but I have a feeling this one is going to stay on my iPod Touch. The controls are intuitive, and all around the concept is great. I’m usually a stickler for every game requiring a story, but I can let this one slide because it’s one of the most entertaining games I’ve played since Mobigame’s Edge.
I just bought Glob last night, and I love it as well! The graphics are stylized and beautiful, the music is unique and interesting, and the gameplay seems well executed.
I do have a little problem with the controls: even though the ideas behind how they’re used are solid, I found it a little annoying that I had to remove my fingers/thumbs from the screen during gameplay as often as I did. Specifically, when I first begin a level, it requires me to tap, remove, then reapply my thumb(s) to control the Glob, whereas I was expecting to be able to touch the screen and immediately have control, in one motion; and similarly, when I shake the device to split or rejoin the Glob, I must lift-and-touch again to avoid crashing into an obstacle, which throws the flow off a little.
The only other issue I had is that, as far as I know, it’s impossible to pause the game or return to the main menu in mid-level. Another game I have on my iPhone is SuperBall 3; one thing I really like about it is that the game automatically pauses itself whenever I lift my thumb from the screen, which turns out to be very intuitive, and makes it easy to access the “Menu” button without worrying about the ongoing action. I realize that implementing something like this in Glob would do away with the physics-based “flinging” mechanic, but as a player, I’d rather have control at all times anyway. (Can’t speak for everyone, of course!)
In any case, Glob is an awesome game so far. You’ve got a good thing going, and I hope you continue.