FoonLudum Dare ExplorerLD41 → Slime Garden

Slime Garden

By flameo326

View on ldjam.com

CategoryRankScoreCount
Overall5643.0024
Fun6162.6525
Innovation6842.3225
Theme6512.6725
Graphics5562.6925
Audio4342.5425
Humor5192.0223
Mood4912.7323

Comments

dakota-jones 2018-04-23 00:57

I love how vast the level is, and while grinding seems too slow at first it also seems a little too fast later when u start killing white and black slimes. I love the changing color with levels and movement feels smooth, nice work. I wish I could see more visuals for being damaged and dealing damage, enemy health bars would be nice too, or maybe changing color or saturation based on available heath.

lavwa 2018-04-23 02:43

The size of the level is indeed quite impressive. Good usage of the theme ! I like the unlocking with experience/level concept.

sky 2018-04-23 02:50

I played this for awhile just out of curiosity of what happens, but gave up after because I found the game too repetitive. (Also because a bunch of slimes stacked up on each other and the attack sound they made with their powers combined was painful to the ears!)

lawrence 2018-04-23 02:59

I think I enjoyed platforming aspect the most. Climbing and jumping between ropes felt very natural, you nailed it. The combat was a bit lacking, it got a bit repetitive. Music was pleasant, but slime sounds were annoying. It made me want to kill them faster, which is good in a way. :smile:

Good job!

tomeks 2018-04-25 05:53

The combat needs some love, I didn't like enemy spawning at my position, the sounds volume is a bit too loud. Also on web gl build top UI is trimmed, use minimal WbGL template in unity player settings->settings for WebGL, this will fix it. Like the music and jumping between ropes. Level is very vast, well done.

flameo326 2018-04-25 16:32

@TomekS Hey thanks for the UI tip! I noticed that but wasn't sure how to fix it.

dyoni 2018-04-27 23:12

Hey. Nice!

I won the game and got to lvl 109!

The game needs some balance, sometimes it's easy to kill and gain experience, sometimes it's impossible. Enemies spawning too much on the same place makes it fast to gain experience. Music is repetitive. I had no idea if i was able to kill one slime or not, there was neither a level to them nor a life bar which i could know how hard to kill they were. I had to guess their color was related to their level. I found some bugs in AI as well. They would go away from me instead of coming toward me.

I like how you can jump from rope to rope. I didn't get those blocked gates with helmets symbols. They only opened after I won the boss.

caleblewis 2018-04-28 01:49

As far as the theme goes, I don't really think RPG aspects and Metroidvania aspects are necessarily incompatible (in fact Cave Story did it to an extent with the weapon leveling system). The combat could use a lot of work as "spam space 2 win" isn't really a fun system. I think if you polished up the controls and attacking it would definitely be a much better experience. That being said, the world seemed pretty vast and like there was a lot to explore so that's nice.

gil4 2018-04-28 01:50

Heya, a fellow Metroidvania-maker, and in a compo category, nice job!

I couldn't figure out how to beat the boss (if that was it), sadly - he just kept running into the door after I hit him 6-7 times and hitting him did nothing afterwards. But I did like what I saw in the world you've built. Art and sound are quite simple, somewhat repetitive, but of course that's normal for a compo game. Having a leveling system made for a good motivator to keep going, by the way. Would gladly play an expanded version.

emiko 2018-04-28 02:35

Very ambitious to do a Metroidvania game for compo!

I had a pretty good time exploring the level and jumping around. The movement felt very... "slime-y" in the best kind of way! It felt how it should feel if I were controlling a slime with a sword. :)

I'm not sure if it's a bug or not, but I did find an area where it just endlessly spawned slimes to kill, so I was able to just sit there and mash space bar. I wish I didn't find it... it's almost like that Destiny loot cave. You hate doing it but... I'm leveling up! :( I thought the color-change mechanic was really cool also. At first I thought it was time to me leveling up, but it seemed like it would change constantly? Either way, I liked it since you were the same as the other sprites except... *SPECIAL.*

I think it has a lot of potential if the combat was overhauled a bit, but the feel of the rest of the game was good!

brent 2018-04-28 02:46

This game could be really great. It needs some more work. Pretty ambitious for a 72 or 48 game Jam. I like what I see however the quests are not clear to me how to complete so I am just grinding mobs.

candlesan 2018-04-28 04:06

Interesting concept. Wish I leveled a bit faster since it seems that since the new areas are tied to leveling up I mostly had to grind some slimes in an area for a long time to unlock new areas which felt less satisfying than unlocking areas via exploratino or by fighting challenging content.

Really dig the music.

hypp 2018-04-28 07:25

This was quite nice, but I found it hard to understand what I was supposed to do.

sebastianscaini 2018-04-29 19:48

Hey, we both made games with slimes!

themonsterfromthedeep 2018-04-29 20:06

It takes wayyyyy too much grinding to get anything done in this game. I got all the way up to level 60, and still got killed very quickly when entering the area leading up to the boss. Perhaps this is simply because of the sheer quantity of enemies that spawns in.

Aside from that, I enjoyed this game. It has a surprisingly large world with quite a bit to do.

mikeliosus 2018-05-01 09:41

Hi! Pretty nice and very ambitious entry! :3

Big world, some different slimes. Looks nice!

Rather simple battle system and I can greatly understand you on this. :)

Every time on such a jam game lots of us put more effort to build the world around the mechanic than to development of a basic mechanic itself, forgetting that the basic mechanic is a most important part which critically influences on perception of the game world.

But as I said, greatly understand you on this! Building the world is just much more interesting! xD

Also for jam and moreover for compo it is actually nice polish of a basic mechanic! But if you going to continue the project your battle system will definetly need more variety.

As other people said the game is also grindy right now, but maybe it was a part of your idea of mixing 2 incompatible genres.

Talking about the theme - RPG + Metroidvania are not actually incompatible genres as for me. UnEpic is actually a successful project with such a mix. It is a Metroidvania with levelling system, inventory, quests and other RPG-alike stuff. Check it out, if you had not yet, I think you will like it.

Generally I liked your game, it is a pretty nice entry. :3

Here is my win screen:

http://take.ms/04WuK

After I finished the boss, I came back to the room where tons of slimes of different color spawns. Wanted to check if there are any additional content I may accidentally skipped.

For this time my level was high enough to kill them easily which boosted my EXP dramatically. So I ended playing on level 105:

http://take.ms/OzJpa

**Great job! :3**

flameo326 2018-05-04 05:14

@Mikeliosus Thanks for the comment! A lot of people have told me the combat system is grindy and boring. I can understand this now, but when I had a bit of fun with it when I was developing it. I'm pretty sure I narrowed my focus too much and didn't really think about it. This was also the simple and easiest method I knew how to do for a game jam.

Thanks for the comment about focusing on the specific rather than the whole. I hadn't really though about it but it makes sense. For example, it sounds like people loved the climbing. If I had focused more on the world exploration, I could have appealed to a more Metroidvania styled game. If I had focused more on the combat/ spawning/ stat balancing, I could have appealed to RPG. Either way, I think players would have had more fun with a 'well done' mechanic and some 'meh' mechanics, rather than a whole bunch of 'ok' mechanics.

Thanks for playing the game!