ironax 2024-04-16 16:11
Great game ! I loved the slimes with their gooey animations, that was pretty fun :D
Foon → Ludum Dare Explorer → LD55 → Tug Of Slime
By retrific
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 149 | 4.02 | 39 | |
| Fun | 130 | 4.00 | 39 | |
| Innovation | 671 | 3.27 | 39 | |
| Theme | 68 | 4.36 | 40 | |
| Graphics | 250 | 4.18 | 39 | |
| Humor | 497 | 3.18 | 34 | |
| Mood | 255 | 3.93 | 39 |
Great game ! I loved the slimes with their gooey animations, that was pretty fun :D
Give me the vibe from the old fash game "Age of War". Thank you for the nostalgia!
Nice work. The art and sounds was fantastic.
Great entry based on Age of war. the sound loop is cool and the particules (fire, lightning) are amazing.
Feedback: The small blob is a bit to strong compare to the big one, and the range one are quite useless. But we had the same issue: not enought time to play test it.
Great job
love the game concept and "gameplay" reminded me of old times (the old games on the internet). love the sound but pls add sound bar setting for lowering music that is all.
Nice game ! Pretty hard though ! Would have been great if slimes could stack or move on depth. PB (and WR as I'm apparently the first) : 10:38
pretty short, but still fun! it was a little too easy, but you did said you didnt have time to balance it.
I really enjoyed the ability progression and strategy aspect of this. While the slimes are kind of basic in their visual appearance, they are easy to recognize and the game gives you enough time to learn from mistakes. Very fun. :)
Really well made! The graphics were excellent and everything ran nice and smooth. I never felt particularly creative with my summoning though -- I was sort of just spamming the little guys and that seems to do great. Lots of potential here and I love it :)
Nice game! The sound effects, animations and gameplay are good!
I got the enemy wizard to about 57hp and the game crashed when trying to cast a fire spell very close to their spawn point. I might have double clicked by accident when trying to cast it, so that might be part of the bug?
Just to clarify, I played the windows version before you updated/added html so you may have already fixed the bug.
As feedback, it might not be completely clear at first that the player needs to spend mana to unlock the giant slime and the lightning spell as the icon only shows a lock. It might be a good idea to show the amount of mana needed to unlock it at all times, not just on mouse hover. Maybe make it part of the lock icon?
Also as feedback, I really liked the way the order you spawn slimes matters. I started making strategies on where to spawn each slime; like going 2 normal slimes and then a ranged one. Maybe you could expand on this aspect more in some way, like slimes that jump positions or something.
Nice job! Keep it up!
really fun little game! i did have some issues with stability running the html5 version, but all that aside, i think my favorite part is the visuals! really solid aesthetic. gameplay is solid but as others have noted, certain summons are a little off balance. i'd be curious to see it rebalanced and fleshed out a little more. good game!
I really enjoyed this game. I was able to snowball an advantage and win pretty quickly. Really awesome that the enemy mage is able to accurately cast his abilities
Cool game! I got some errors playing the itch build, but the graphics look good and I like the gameplay.
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looks like the first player to get an advantage keeps it the whole game (hopefully it was me… after three attempts haha)
the atmosphere is nice, music and art (i loved the background) fit well, good entry for a second jam!
I won and I flippin loved it. Initially, I didn't think it mechanically "worked," though with each win giving you more currency. But then I realized I could create a strategically advantageous line of slimes (tank in the front, archers in the back), and it clicked.
Game is straight-forward and adequately challenging; I like the color tones and parallax background! Might be better to also add mouse scroll control for the horizontal sliding of the view.
I had a lot of fun with this. Honestly biggest feedback is that it has been done before, but I kinda like the spin with the wizard and the dueling nature. If it ain't broke don't fix it, and you did add a fun twist on the old model. Great submission.
A simple, yet enjoyable little game! Takes me back to the golden era of flash games. The gameplay, while minimal, was very satisfying. Ended up snowballing a bit and nearly covered the entire bar with my slimes before I beat it (3:46:233, 105 summoned, 72 defeated :wink:). That said, I didn't realize I had to manually unlock the big slime and lighting on my first playthrough. Having them illuminate more obviously when you can unlock them would be an easy improvement. Aside from that, I appreciate having both the scroll bar and A/D as options for panning the camera, that's a nice QoL feature. Overall a pretty good entry!
Thanks everyone for the great feedback! I'm glad the feedback is mostly positive. I will put in some more time to work on balancing. I do want this game to be in a good shape before I call it done. But I also kind of like the snowballing. It's fun - But its difficult to get it just right to not become boring. I did have some runs where I thought I will win easily in the next few seconds but the enemy was able to get back at me and ultimately it took me about 10 minuts to win - which is about what I want a match to take in total. Winning is fun though, so I don't want to make this game too hard. Adding difficulty options to choose from is probably the best way forward.
And for everyone who experienced any errors or stability problems please do send me any error messages or logs you have or give me steps to reproduce it. Appreciate it!
Great job! I like the concept and art. After I retry it doesn't seem to playable so I have to reload the page
Neat game! It's simple and straightforward but still enjoyable. The graphics and sound fit it great. I used the web version, and after starting a second game, I had to reload the page because only the 'unlock big slime' button was working.
I'm blown away by this entry, feels so complete. I was a bit confused by the locks at first, but something you figure out pretty quick. It did feel a bit easy first try, but I maybe have stubbled on some luck?
I've just released a major update! Fixed a lot of bugs and there are difficulty levels that you can choose from now. Let me know what you think.
Thanks for playing and rating
OK, I'm immediatly drawn in by the the sfx and music is great. The what a back forth, really love the this battling system.
Age of War meant a lot to me in the good ol' flash days. And I have to say this game means a lot to me in this jam as well! I didn't expect I'd be using the lightning power considering how pricy it was to unlock, but it ended up being my key to victory. It got real close at one point, having a whole armada of slimes hitting my base while I had nothing, but I managed to pull through with a solar flare.
Allowed myself to take heavy damage early on so I could dominate the battlefield after. (4!!! HEALTH LEFT)(Impossible mode) It was extremely touch and go, every inch of territory was won with a bucket of slime blood. I had especially many devastating loses where the enemy wizard nuked the army I just amassed leaving me defenseless... yet I persevered.
Unfortunately after once it was basically impossible for me to lose, it just became a slog trying to knock down the enemy wizards' tower, because he kept spawning a few slimes to defend himself.
Easy, Normal, Hard mode are very nicely balanced. Impossible is overwhelmingly difficult, but surmountable with strategy.
I like that on easy mode you can win by just spawning the spells and spawn, but on hard modes you have to use timing, take strategic retreats, and use Heavy and Ranged classes tactically.
Notes:
The lightning strike does not actually strike enemies behind the first line of defense, aka the rangers I'd really like dead. Considering the investment to learn this spell, that's a disappointment for me.
Also, ranger slimes not retreating behind the last next tank when the one in front dies also means you can't use them as effectively, since instead they just stand on the front lines and take the punishment.
Slimes only targeting the base if no enemies have spawned also means that as long at least one enemy is spawned (Which is most of the time) you can't make any progress. Turning a 8-min game into a 40 min one :(
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A very well executed and super polished entry that I kept playing over and over. The balancing of the difficulties is also well done, which I can really appreciate knowing how hard that is to get right. The graphics are amazing I think (but I have a soft spot for this type of pixel art). The summoning of slime of course also fits the theme very well, so no complaints on that front either. Very well done!
Good job! You made a good choice with simple mechanics and didn't overwhelm yourselves. I've tried all layers of complexity, and the balance is perfect. However, when I pressure the enemy, the game becomes easier. I think if you limited the summoned army count, players might need to think more about what they need to summon and not just spam them.
@kallico 40 Minutes damn, now thats dedication! Thanks for the feedback and your time :D I thought about having ways to command your slimes to retreat, focus on slimes or focus on the enemies "base" etc. But this was simply out of scope for the limited time. I think some other types of slimes (or upgrades) with abilities like being able to attack multiple targets at once or being able to overtake existing slimes could help. But yea, for this jam I wanted to keep it simple and predictable.
@hare-software Thanks for kind words <3
@lame-rat Hey, thanks a lot of the feedback and praise. Yea in the end it's not an actual RTS but a much more casual strategy game where spamming is half the fun imo. Seeing an army of slimes jump towards the enemy is great. I am not sure if limiting the army size would help that much since you could just wait for a slime to die before spawning a new one and unless it's limited a lot this wouldnt make a big difference but do kill some of the fun of being able to save up on mana and then unleash hell.
This was such a nice experience, the visuals are simply gorgeous! I love the parallaxing trees, and the dark palette. This combined with the sweet soundtrack and satisfying sound effects give the game a great mood and atmosphere.
The gameplay is simple, but very effective and addictive. There\s a surprising amount of strategy I spend a lot of time playing on the impossible difficulty after beating the game on Easy and Normal. It took me about 10 tries, but after that I finally had tuned my strategy enough to beat it. I think the run itself took a good 10-15 minutes haha. I really appreciate the design of the game, where you solved doom-stacking (spamming a big bunch of minions mindlessly) by punishing it with the fire strike (which looks amazing btw).
Overall, great looking game that plays very nicely. Top marks! :trophy:
That was fun, well done! Maybe a spell to give a little nudge forward to my slimes would be cool!
A nicely polished entry with a cute and cohesive art style!
I found the game to be a bit hard even on easy mode first, but once you get a lead and just spawn the 50 mana slimes you can easily overpower the enemy.
Only talking from trying Easy and Normal but I think there could be more incentive to spawn the smaller or bigger units. I was never anywhere close to unlocking the last spell either so that might need to be a little cheaper to have actual use.
The view dragging could match the distance your cursor travels to feel less floaty.
The game could have some target limit so that slimes could attack the base if there are enough of them already attacking the one spawned enemy slime in front.
Being able to cancel the fire strike spell would be nice.
Good job anyways!
Nice and polished game !