FoonLudum Dare ExplorerLD43 → Slime Girls

Slime Girls

By nervous-composers, jusw85, Zedecks and Zicboy

View on ldjam.com

CategoryRankScoreCount
Overall884.0027
Fun1643.7427
Innovation3693.3427
Theme694.2227
Graphics864.3627
Audio2
Humor7832.2621
Mood694.0427

Comments

adrien-dittrick 2018-12-04 11:39

That was a really nice-looking game :) The slime girl animations are cute and the puzzles were clever.

shulololo 2018-12-06 00:49

The art and animation in this game is pretty awesome. I really like the mechanic as well, using your death as a way to progress. After dying several times, I kind of wish the death animation is a bit faster but it's not too much of a gripe. Very nice game overall, great job!

ursagames 2018-12-09 22:03

Your game was played on my stream ( https://www.twitch.tv/ursagames/videos ) on the fifth day of Ludum Dare streams. Thank you for sharing your game with us! You can find the timestamp of when your game was played here: https://goo.gl/N2rkr8

mza 2018-12-09 22:12

Game got me hooked. Animations were super smooth and art is gorgeous. The platforming has a good ammount of difficulty to it. It is also refreshing and I like it to have unlimited lives but if you want to amke this into fully fledged game, you may want to to consider some minor consequences for loosing.

mahalis 2018-12-15 17:54

This is terrific. Great use of the theme, and the character animations are really well done; the lighting and music add a lot to the mood as well. Nice level design, too - it was a lot of fun trying to get the enemies to kill me in exactly the right spot. Well done!

falak 2018-12-16 11:53

Interesting mechanics but little too repetitious. Well made. Good Luck!

dennis-kostroman 2018-12-17 14:44

Nice cute little thing. Love the green

gamefive 2018-12-17 15:45

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It's a great game. Do you have two ending games? One ending was experienced. The graphic and the puzzle are cool. It's a really fun game.

aflatthrasher 2018-12-17 16:15

This was very enjoyable. Really good level/puzzle design. Had a blast and played it for longer than I should have.

taco360 2018-12-17 16:37

Very interesting concept for a game. Impressive spritework for a Ludum Dare project.

-Sacrifice mechanic was quite unique, not mind-blowing or anything, but the atmosphere really helped make it stand out.

-The introduction of the mechanic is done very well. I like how it lets you figure out how the game works, giving you that "aha" moment once you finally trigger that switch.

-Some of the ways that you have to use the sacrifice mechanic are really clever. Having to figure out that you have to get hit by a projectile to trigger a switch was a cool puzzle.

-Another neat use of the mechanic was dying to open up shortcuts for your next attempt.

-As I said before, the artwork is really good. I'm impressed that this amount of detail didn't take more than 3 days.

-One thing I did notice was that the collision was a bit wonky. Sometimes I would just walk into the hitbox of some grinders that were actually below me, and other times I would land on solid ground and still touch the hitbox of some grinders that are behind me.

Overall a really cool game, especially in terms of puzzle design. Great job!

viktris 2018-12-17 17:17

nice game! the music is fire and graphics look nice.

haustgeirr 2018-12-17 17:31

Nice game, cute concept. Did you use tile based colliders? I felt like I wasn't always in contact with the thing that killed me (which happened a lot). Great submission!

danilo-freire 2018-12-17 18:14

Nice game, i really enjoyed! For a jam game with only a few mechanics, the level could be smaller to prevent becoming too much repetitious. But everything else gave me a nice experience! Well done team!! ;)

flying-dog-fish 2018-12-17 19:41

This a very fun and solid platformer with a bit different implementation of the concept of sacrificing yourself to progress. It's surprisingly long for such a short time. I liked the ending too.

aurel 2018-12-17 21:31

Huh, that wasn't too bad. I got a little bit frustrated by one of the slimes - literally the very last pathway before the exit of the game. I don't know... the colliders were just... off. I kept hitting saws when I was sure I had dodged them, and sometimes when I was SURE I hit one, I ended up surviving.

Others have also mentioned that the death animation takes too long, and I think I'm partially inclined to agree with them.

I had a laugh at the ending, as that's the first time I've seen someone do something fun with their unfinished ending - which, let's be honest, we all have :)

conduit 2018-12-17 21:35

Loved the flow and art direction of this title! Controls felt a little funny but overall I was really invested in the story that was built here. Looking forward to a post jam release!!!

bificommander 2018-12-17 21:45

A very nice looking concept. The dying to solve the puzzles was a good implementation of the theme, it just didn't feel like much of a sacrifice without any lives or score. Then again, I died an embarassing number of times, so a hard lifecap might have been too harsh. But perhaps use that ending level to give a final tally of how many poor slime girls you got killed with your incompetence or something could be an easy tweak to the theme.

The level design was a mixed back, with ingenious shortcuts but also weird paths to nowhere and oddly placed traps. Still, graphically it was quite impressive. Out of curiosity, did you attend this year's Berlin Unity Conference. I was there, and the Robby Robber tutorial I did there looked a bit like this game design wise, with the tiles and lighting.

corbak 2018-12-18 16:29

Really beautiful pixel art! The gameplay is simple yet the dying puzzle solving mechanic you went for is interesting. You have a few colliders that apparently are out of place, but that is easy to fix. You do miss something to make the sacrifices feel more meaningful like Bificommander said. Well done, I hope you will continue to push your concept further!

acaral 2018-12-18 22:49

The main sprite and the music are sweet and so beautiful. For me it was a relaxing experience and it was interesting. I enjoyed your game ;)

plagueofminds 2018-12-20 12:29

I really enjoyed your game. The art and animations are amazing. One little thing is that upon death, it waits a bit too long before you revive.

omiya-games 2018-12-21 08:13

Those were some really beautiful graphics! I thought it was strange that given the silky smooth animations, it was strange the player character moved their legs faster than the actual speed they were walking, if you know what I mean. I think the stand-out feature in this game was actually the Metroidvania-like level design. I really appreciate the many shortcuts added to shorten the path from start to end. It would have been much more frustrating if those unlockable shortcuts weren't added in.

Given dying is the main mechanic of the game, I wished the death and spawn animations were much shorter, so I would be able to jump back into the game sooner. Given the game has deliberate troll traps (mainly to justify the lighting created by death sports), having a quicker respawn would have really helped reduce the frustration of these elements without penalizing the game's pretty challenging difficulty at certain points. Overall, solid package.

arnau 2018-12-21 11:54

Eye catching game. Controls are very responsive and makes it a smooth experience. Making sure that the player understands that the place where they die serves as an interactive mechanic with the environment is well done, however, it might be a little bit frustrating having to wait for the animation when dying accidentally. Good job overall!

evbo 2018-12-30 14:42

I absolutely adored this game! The idea was clever, the levels were well designed, and the environment felt really cohesive.

For minor nitpicks, I agree with the other people saying the hitboxes were a bit off, and I wish the movement were just a touch faster, both walking and jumping. If you had a little more time, a death sound effect that made me feel bad for killing so many slime girls would have been great.

I also would have picked different images to advertise this game - the title card made me think I was going to be playing a Doom clone, and the screenshots are cropped which gives them a different feel than I got when playing the game.

Overall this is a really impressive entry. Great work by everyone involved!

2019-02-04 18:21

This was an amazing game on it’s own and even more so as a Ludem Dare. The mechanics of the game matched the “Sacrifices Must be Made” theme very well. I liked how you did not include any mention of having to kill your avatar to advance forward. I feel like that really puts you into the avatar’s shoes when you reach the first locked door that you can’t keep open until you realize you’ll have to jump into the spikes. The first death felt very real, since at that point I didn’t know if I was going to come back to life or not. I just thought that it might be the only option I had at that moment. The possibility space of the game is a bit limited, but despite it, I still felt my actions validated since you continued to increase the emotional attachment of the actions taken.

The core mechanic was very quick to identify, sacrifice your body to be able to advance forward. The core dynamic was also very evident. Under the assumption that you were created inside that lab and have never seen outside, there is a sense of desperation to leave that increases with each purposeful death. The empathy to the avatar is instant since she has the figure of a young girl. Then I really liked how you had steps of how to die (Not sure if on purpose or not but it was great)! The first death is done by an inanimate set of chain saws. The second sacrifice that is a needed is done by a slime blob monster (since the avatar is also a slime creation it feels more real but not too bad since most of the time slime blobs are not considered very sentient or be anything other than mosnters). Then a little later you see that there are other slime blobs (the red ones) that when you get close they grow into the image of a girl who shoots a very slow projectile. That was a very nice touch because that death is more impactful than the slime blob since this was done by a fellow slime girl! That the projectile moves so slow was great too because I felt that I could dodge it easily but I know I must die at that spot. So instead it almost allows you to contemplate on your life as you see this “bullet” slowly approaching the spot of your death.

I feel like you really gave each ludem a very strong position. The “Transformation” was the strongest. Realizing what you have to do and how many of your own form must die for you to succeed was very good. I think I felt the “Goal” of the game right off the bat but not as strong. Seeing what I assumed was my conscious body in the tank immediately gives a sense of urgency to leave though. Finally the “Struggle” was felt more in emotional empathy of the avatar instead of a personal feel.

Finally, I’m not sure if this was also done on purpose or for aesthetics, but I think it was great how the saws had a slight glow of green to them too in some areas as you got close to them. It was very subtle but it had the same shade and shine as your avatar. It almost gave the impression that even though you spawned when you started the game, maybe you’ve been trapped inside that lab for years before the player starts and that you are just another copy that does not remember how long you have been trying to escape. This dread is reinforced when you move from one level to another and you see that the starting tank where you are is also transferred to the next level. If that tank kind of “follows” your progress, who knows how long it has been that you’ve been trying to escape and it is entirely possible that the green glow on the saws is from countless amounts of deaths you’ve experienced but simply lost memory of. Surly replication that many times will deteriorate the mind. Very good job!