FoonLudum Dare ExplorerLD42 → Slime Sumo

Slime Sumo

By bloodyaugust

View on ldjam.com

CategoryRankScoreCount
Overall4183.2825
Fun3343.3025
Innovation3743.1623
Theme2943.6925
Graphics1913.6725
Audio4242.7125
Humor3.1017
Mood2463.1722

Comments

triplefox 2018-08-13 00:29

I deeply appreciate the fact that I don't have to press a button to shoot, cause it makes it possible to play on a trackpad.

Nobody expects to be crushed by slime until it happens to them 💥🤢💥 It's great that they have physics, but the realistic way it works right now is chaotic enough that it makes strategy hard to execute. A good concept that can probably be better with a more abstract implementation.

cranestyle 2018-08-13 19:19

Yes, no button shooting is nice. I would say, focusing on movement, translating hit responses could have used some focus. Good seperation and clear color scheme, but clear messages of when I hit and where I hit from, and then someitmes i feel like im dragging in my movement response. Otherwise nice!

kappa-b 2018-08-13 22:04

I love the art, the game was fun, the sounds weren't overly annoying, A win in my book, well done.

I do have some suggestions tho. When I first started it wasn't very clear to me that the red was lava, A way of solving that might be to animate the red border with some bubbling effect similar to the slime spawns, maybe even add a shoreline animation, tide of lava pushing in and out.

As for gameplay, simple but effective, tho I did find when losing at higher levels, the thought of the grinding the early levels to be off putting. Especially lvl 1 and 2 I felt they were a time sink with no real threat of losing in them. therefore when I reached lvl 9 and lost i stopped playing cause I wasn't motivated to grind my way back to lvl 9 to try to beat it. A way you could solve this might be to implement check points after completing certain levels, remove the grind from early levels.

Overall well done!

jelbre 2018-08-13 23:28

Quite a simple, but still fun game. Would have liked to see a kill counter or some kind of score other than the waves to show progression more clearly.

marcel-egle 2018-08-14 12:35

The game looks and feels really good :D Though for me it is a little too hard ^^ I cant survive any longer than 30 seconds, because there are just too many slimes. Also the way health is displayed (i think thats what that is) is a cool idea, just zooming in the camera, makes it more intense and doesnt take you out of the game like simple text would.

yamiog 2018-08-15 02:28

I think it would be nice if there was a menu and something to add a skill curve.

bloodyaugust 2018-08-15 08:44

@triplefox Those slimes are sneaky bastards! Glad you enjoyed the experience on a trackpad. Worked great on my Macbook as well, though my... less technically inclined mother did struggle, so I had to break out the mouse. :sweat_smile: I definitely agree with you re: difficulty in strategy due to the movement implementation. I didn't have the time to fine-tune this system, unfortunately. :shrug:

@cranestyle Interesting note on the dragging movement response. Was this perhaps in early waves, or when you were in contact with slimes?

@kappa-b Not being overly annoying is a definite win in my book as well. :wink: I _sooooo_ wanted to implement animations for the lava, but unfortunately I used nearly 6 hours implementing even this terrible tileset, due to switching from a library to the new Unity native solution, and generally being inexperienced in their creation. I wholeheartedly agree that the lava needed some love. Re: grinding early levels, I hope to solve this with some "configurability" to your build per run, so that the early levels are more important in terms of setting yourself up for the later waves. I'd rather make the whole game matter than skip chunks of it by introducing checkpoints.

@jelbre This is definitely something I should have prioritized. Some of the juice could definitely have been skipped in favor of better player feedback. :shrug: Next time!

@marcel-egle Thank you! I was also particularly happy with the camera zoom effect. I hoped to be able to take it a few steps further with some shader magic and better relative camera motion to dire straits, but I'm glad it was effective. I'll definitely look at a difficulty slider in any post-jam version. :smile:

@yamiog As I said to marcel, I definitely think it could benefit from the ability to "choose-your-own" difficulty. Double noted! :smile:

Thank you all so much for your feedback, and for taking the time to play my entry. Much love! :hearts:

bigjigglyproductions 2018-08-15 09:45

Upon starting, the game drops you in and gets straight to the point. The waves are quite hard as lots spawn in at once.

Overall good submission.

gus-the-shark 2018-08-17 03:28

Fun game! The mechanic is simple but quite addicting. It gets very hard very fast, I wish there were powerups or different abilities, also music would be a great addition. Nice work!

bloodyaugust 2018-08-18 01:10

@bigjigglyproductions I'm glad you appreciate that there was no beating around the bush... I hate doing UI work in compo mode. :wink:

@gus-the-shark The player's power does scale with the waves, but I did originally intend to have a more player-driven mechanism(powerups or something similar) to drive that, but didn't have the time. I agree that it would've been better. As for music... I definitely need to work on my skills in that area. :laughing:

Thanks for both your feedback! :smile:

darkguardsman 2018-08-18 03:53

Nice game, like the simple controls but could use more work. The audio was a bit lacking and needed some indication of damage outside of audio. As well there seems to be no real goal outside not dying. I think it could use a way to block the slime spawners or have some kind of progress. Maybe even just a kill counter if anything. Over all decent game :)

bloodyaugust 2018-08-19 00:05

@darkguardsman Was the camera zoom/shake not enough feedback to indicate damage? I did want to tweak the screen with a "damage" flash of red shader, but ran out of time. But no, there is no real goal outside making it as many waves deep as you can. A kill counter would've been nice for sure, but I only had time to make the "Wave X Completed" text. Thanks for your feedback! :smile:

paulhocker 2018-08-25 06:21

that was super fun - with some more levels and other weapons you have a cool little game here - thanks for making it

rik-thunder 2018-09-03 09:40

it seems that each wave gets easier. but then again, I wouldn't know how else I would survive. I reached wave 12. did you pre program each wave or is this generated...?

It sorta annoyed me that even though slimes were in the lave..they just refused to despawn for20 sec or so. especially towards the end then I shot them so far they went offscreen.

But the urge to push each of them off makes this game quite enjoyable. with a little more variaty and fair challange. nice.

2018-09-03 13:09

I love the slimes. I included it in my compilation video series of the Ludum Dare 42 compilation video series, if you’d like to take a look. :) https://youtu.be/CqHeG7NJrrQ