@weirdybeardyman Thanks! Yeah, the slimes are definitely a lot more dangerous than you'd initially think. I maybe should have scaled their difficulty a tiny bit more, but I personally like the learning curve of "okay I know how to dodge them, now I just need to not make any mistakes for as long as I can!"
@qorthos Thanks! With more time I would have given some death screen tips like "slimes spawn on the sides of the map and beside holes!" or "slimes always move in straight lines!" I feel like it would go a long way to helping folks learn the behaviours so that they can predict them.
@webox I've seen leaderboards in a couple other games. Is it easy to implement? I'm always terrified of trying to get something like that working within a jam lol.
@leggy Thanks for playing! Yeah, the music was made in 8 minutes and slapped onto the game in 4, for a total of 12 minutes of effort right up at the deadline (thus all the bugs were music-related :sweat_smile:). You may have played before the latest fix, but the music is a touch quieter and also pitch bends the deeper you travel (see patch notes for my goof on why that wasn't working).
@tomtomgome Yeah, I would have loved to make this native to a joystick but unfortunately that wasn't really an option for a game jam, so I defaulted to standard TRPG D-pad controls. I didn't want to make people even more confused by having to learn some weird new set of input keys like QEAD or something, but maybe it would have worked better with a proper explanation instead of letting players try and figure it out themselves.
@squerf Thanks! It was kind of my cheating way to make up for the music being insanely simplistic and rushed. It works better as a short loop that's incredibly repetitive when it pitches down as you travel deeper and deeper. Plus I don't think I'd be capable of making music any better than that LOL.
@nyanpierre Thanks! I really rushed the music, but I tried to capture that classic arcade game vibe with the square waves and repetitiveness.
@anuke Thanks! Game difficulty is definitely something I'm trying to work on. I wanted it to be punishingly hard to give that classic nickel-eating vibe of classic arcade machines, but I could have at least created a smoother difficulty curve to begin with, like the first slimes spawning further apart and moving a little slower. Sadly I ran out of time before I could really tweak those kinds of numbers, so the game suffered from the typical developer dilemma of "well it's not quite challenging to me, so it's probably fine."
@cg-fred I just might have to do that! It wouldn't be super hard to turn this around and slap it on an app store. Unfortunately I lack confidence in my artistic abilities so I don't know how well I'd be able to make a bunch of unlockable characters and such ^^; Thanks for playing, Fred. I'm glad you were able to get into a groove! I fell into that same zen a few times while testing it out lol.
@noeloskar Yeah a lot of your critiques are actually hallmarks of the era and the type of game, but you're absolutely right the difficulty is a little much and a little fast. The controls are standard for isometric games on a grid, but the game is actually about learning how to predict slimes, not dodge them. The jump is intentionally very clunky ;)
@verygenuinecraze Good point! I tried to add some distinguishing features like how the orb has a faint light, but what I really wanted to do was make the ground an orb was dropping onto to turn a different colour to signal it as safe. It wouldn't hurt to also give it more visual difference though, thanks!
@hare-software Thank you so much for saying the words every game developer wants to hear: "This is a very fun game." Hearing "this is polished" or "the visuals are clean" are appreciated, but it's hearing people say they had fun that keeps me coming back to game dev.