FoonLudum Dare ExplorerLD49 → Project S.L.I.M.E.

Project S.L.I.M.E.

By dioinecail and Andry

View on ldjam.com

CategoryRankScoreCount
Overall11373.2125
Fun10403.1525
Innovation7713.2825
Theme15072.1525
Graphics13152.6025
Mood12282.8925

Comments

sillyman987 2021-10-04 22:31

Love the game, but it took time to learn how to play, please add more instructions.

skyward4d 2021-10-05 08:34

Interesting idea, but a little unintuitive to start with. My strategy was to spawn all the characters on top of each other so they would all get hit by the buffs. Then debuffing the enemies once they'd formed a tight circle around them. I enjoyed the set-up, followed by watching the characters fight. I'm a little uncertain about the application of the theme, but otherwise decent game.

arthur-mairs 2021-10-05 08:39

This is great, really innovative for one! i had a lot fun with this, well done!

xmagpie42 2021-10-05 08:44

Really cool mechanics great work. Possibly add more instructions?

acidicdonkey 2021-10-05 08:47

Super cool game idea! Really enjoyed it well done!

yskuma 2021-10-05 09:00

Interesting combat simulation. It does seem best to dump all of your guys on one point and then give them all the buffs at the very beginning. When and where to place the debuffs on the enemies needed a bit more thought and timing.

yotamco 2021-10-05 09:02

Interesting game! It was hard to understand the mechanics, more instructions would be good. I also had a problem with the buffs, the moment you put them it hides the humans and the slimes. Besides that good job :thumbsup:

dioinecail 2021-10-05 09:59

@yotamco it seems that we have a problem with scaling on 4K screens, to fix that you should scale the browser window until UI looks ok

We didn't have time to add instructions or any sort of tutorial to the game :(

water-duck 2021-10-08 12:19

Likes others I weren't sure of what exactly to do at the start, but I figured it out quickly enough.

I do wish I would've had some more feedback for the players and enemies hitting eachother, at x1 speed nothing seems to be happening at all, increasing the speed makes it apparent that stuff is going on though, so I do appreciate that it's there, maybe the base speed should just be overall faster.

Interesting concept, there's definitely room for more simplied strategy games like this one. I assume the theme is due to the experiment being unstable, but aside from perhaps the narrative, I don't feel that big of a connection to the theme.

Alas, nice work and cool game! Keep making them! (:

future-labs-unlimited 2021-10-08 12:20

Like the idea, fun to play as well. I have resorted to the same strategy as others here and spawned all units at one place to have them all receive the buffs, this way it was a bit too easy to make it to the end. Maybe there should be a rule that prevents you from placing your units on the same spot or some other element that weakens the effect of this strategy. Also it would have been nice to zoom in and take a closer look at the nice monsters as in the start screen! :)

dioinecail 2021-10-08 12:35

@water-duck thank you for the feedback! yep, the theme went out of the window as we figured out the score turned out to be quite big :( i've spent a lot of time figuring out how to make units not stuck inside each other and found a good solution from 'Programming AI by example' book

Also didn't have time left to add any visual or audio feedback except for death particles (which are a little bit bugged :))

dioinecail 2021-10-08 12:38

@future-labs-unlimited thank you for playing and feedback! :)

That's a really good idea about the zoom! I'm going to add it to backlog.

And yes, the single spot tactic is definitely a way to go in this jam version, but we are planning to make it more like a HoMM style where you place groups of units on the battlefield which would remove the ability to spam units on top of each other

curleysam 2021-10-08 13:41

Neat entry, i like a game where you dont have direct control of the units. It was interesting to try and get good coverage with the buff/debuff items. I think more variety in the units you can place, and them having an effect on where you would want to place them would be interesting! But yeah its a jam so πŸ˜‹ Good effort and neat idea I would like to see expanded upon!

dioinecail 2021-10-08 13:59

@curleysam i'm so glad you liked the game! :)

Yeah, we wanted to implement different unit classes but the score was too big to pull off so a lot of stuff was cut.

We're going to continue working on the game though!

datadazer 2021-10-08 23:28

This was a really fun entry! A lot of entries like this tend to be way too complicated in the rules and explaining it to players, but this game felt very intuitive. UI is often taken for granted, but I think your UI really helped me quickly and easily understand the rules of the game naturally. I love the different buff and debuff effects along with their ranges. The only thing missing is some nice audio and a bit more game feel/juice, but overall I had a really fun time with this game. Great job!

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yohsk13 2021-10-09 11:14

Nice wave defense game :p I didn't manage to pass the level with 175 ennemies though (^^"). Good game (^w^)

0x01f0 2021-10-16 09:13

Very nice you guys :)

You made it so easy to restart it and to be able to re-run scenarios. I wish I could re-run the same placements though πŸ‘€! Also I didn't understand that you have to drag and drop the boosts but after that it worked like a charm :D

It's was nice that they are hard to defeat in the first wave, it makes for a fun "trial and error" gameplay and it was satisfying when you finally managed to succeed.

It was very juicy when you got more players and bundled them up and then fitting boost ups on them all, a good feeling of efficiency.

Actually reminds me of the juiciness in Zerg rush maps in Starcraft :D

A bad day at the office:

itch_6LjkVBRmFh.png

Great work!! :) Looking forward to playing your game in LD50 :wink:

dioinecail 2021-10-18 08:17

@0x01f0 i have totally forgot about the jam by now and suddenly decided to check out to find such a treat, honestly it brings tears of joy to read this :,)

We completely (as always) overscoped for this jam even though we threw a lot of stuff out the window :)

About the re-run current placement: originally we thought of making a "roguelike" game where you start over if you screw up but since we're targeting mobile market maybe we should add a "live system" where you can replay a level X amount of times (for $$$$ ofcource, muahahaha)