Foon →
Ludum Dare Explorer →
LD32 →
Revenge of the Slimeball: Episode 9
Revenge of the Slimeball: Episode 9
By pixel_3
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Graphics | 167 | 4.04 | | |
| Audio | 227 | 3.39 | | |
| Innovation | 363 | 3.32 | | |
| Overall | 601 | 3.11 | | |
| Fun | 631 | 2.88 | | |
| Humor | 686 | 2.50 | | |
| Mood | 699 | 2.80 | | |
| Theme | 849 | 2.80 | | |
| Coolness | 1383 | 47 | | |
Comments
chanko08
2015-04-21 01:56
Interesting mechanic. Once I got used to the idea I was flying all over the place. Looked like there were some collision issues with some of the crates. I'd hit them and they'd disappear, but I'd still be able to jump on top of them.
jalgames
2015-04-21 08:03
Amazing graphics! The game looks so cute and the game is very fun, although sometimes a bit frustrating...
Interesting idea. I feel like it has a lot of potential, but it was often frustrating trying to do simple things. If I was able to charge up and launch myself immediately after a previous launch, I feel like it could be a lot of fun. Have you considered adding a visual meter that shows have much charge you have?
The slimeball turning into a spike that could destroy things was an interesting mechanic. Would be nice if you could have more feedback to how much you're charging up cause it did take me a bit to figure out how much I was charging. Although it was fun to just charge up alot and see where you'd end up.
pixel_3
2015-04-21 16:49
composer here
soundtrack here https://soundcloud.com/emelia-kaylee/sets/ninety-minutes-revenge-of-the
ftm (source file) here https://dl.dropboxusercontent.com/u/41669097/Ninety%20Minutes.ftm
have fun with your Ludum Dare kids
-Emelia K.
It was compelling and tricky to play so that kept me going. I didn't manage to finish it thought. Great visuals and audio!
The platform movement is okay but the bouncy movement is really hard to control. I feel like if you had the s key take you directly out of the bouncy movement on demand that would help bring back control to the player. You get out of control for a really long time so failures become frustrating.
Also there could be feedback for charging up, maybe a dashed line indicator? Maybe reduce the range of motion or charging so there are less variables. That could make it feel clunkier so idk.
The art is really great all around. Some parts blend in a bit, maybe it's the background tiles? Can parallax?
phi6
2015-04-23 14:57
I love these graphics, very impressive pixel art. The platforming physics were fairly good, although I think the ground friction was way too low. Jump charging was an interesting mechanic - I enjoyed flinging myself all over the shop!
murchurl
2015-04-25 09:25
Music, Art and level design was fantastic! Glad you guys fixed the bug the game is now possible to complete :). Still quite difficult though because you have to get that power just right otherwise you bounce all over the place and are bound to die from enemies :p.
Overall fun game with an interesting mechanic great job!
tselmek
2015-04-25 15:51
Mechanic simple to understand yet hard to master, pretty nice graphics and cool soundtrack. Good job!
I love the bouncy concept, had a lot of fun, I particularly enjoyed using just the Mouse-Charged-Jump control as I needed to calculate very carefully/strategically my maneuver or I would end up getting pushed far backward, which made me laugh. I might suggest that dragging-the-mouse-action would spawn a stretchy goo like rubber band in the direction of drag, and just a slight more damping on the bounce, and remove all other controls .. this could be a rather fun game (and even translate well to a Mobile game...if you're into that sort of thang) lol .. also loved the "unconventional" music ;)
A really great game and an interesting take on the theme. A few times i wasn't 100% sure what was background and what was platforms you could stand on.
I understand that you only had 72 hours but I want to make a few improvement suggestions that would've made the game EVEN better:
1) I've no idea how hard I am charging. Would be nice to have like a charge bar appear every time, maybe towards the mouse cursor?
2) Maybe a crosshair? This combined with (1) = Worms Armageddon's bazooka.
3) The last small bounces are quite redundant and only serves to make me slightly frustrated. It would be nice if the bouncing got "cancelled" faster.
4) Maybe an option to cancel the bouncing altogether and return to slime ball state?
Since it's a slime ball, maybe it can attach to walls? :)