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THE GAME In „Into the Belly of the Beast“ you are the last hope of Sploosh. A lovely worm who needs to rescue his kidnapped children. Manage your way through a series of beautifully designed levels that take place inside the body of a giant sea monster. Meet all kinds of enemies and master techniques to fool them. Solve a variety of riddles to reach new sections. Face frightening bosses and beat them in thrilling fights. You are wondering how to be succesful on such a dangerous journey? You can make use of the entire environment! There will be different kinds of bacteria inside the body of the sea monster. Eat them and form a symbiotic relationship with your surroundings. Your hard work will pay off. Become the mightiest worm that our universe has ever seen!

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“Into the Belly of the Beast” is a 3D action-adventure game with a two-dimensional playing field where you jump into the role of Sploosh, a seaworm who is heading out to bring back his swallowed children out of the belly of a gigantic waterbeast. On your journey through the diverse and unique locations of its guts, you make use of the given properties of this special environment to solve physic- and bodyelement puzzles. Master fights against DNA based enemies in creative and inventive ways.

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This week’s devblog is about a new mechanic we implemented into the game. It’s a new type of viscosity that can be found in certain areas. We call it „Jelly-thingy“. The new viscosity behaves similar to oily/sticky viscosities. This means that the player gets slowed down while being inside of this area.

It sounds like being in these areas means a huge disadvantage to the player, but this is not true. Actually it’s the opposite. You can hide inside the new area because projectiles can’t break through and enemies can’t follow up. It’s like a hideout that brings alot of new possibilities to the player. You might find routes where you can decide between two path’s. One of them having the common viscosity and the other one with the new sticky viscosity.

The "Jelly-thingy" is generated by runtime, and adapts automatically to all the sourroundings in his generating radius. No glitching into other objects or similar mistakes. We love it!

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The best thing about our new „Jelly-thingy“ is that we can change the parameters and make it more or even less sticky. The wobble-effect of the „Jelly-thingy“ can also be changed. For example, we could give it a „pulse-effect“ similar to a beating heart. Right now the wobble-effect get’s more intense on impact. This can be the player, an enemy or even a projectile.

Another big step towards an epic diversity while playing the game.

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