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A jam submission

Slime KeeperView game page

Slime Keeper is a tactical Roguelike for 7drl2025!
Submitted by chreeshendolo (@chreeshendolo) — 3 hours, 23 minutes before the deadline
Rated by 3 people so far
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Slime Keeper's itch.io page

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Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Meta-Progression

No

Roguelike Elements
Turn based, grid based, random map, random weapons, random enemy stats and spawns.

Screenshots

Yes

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Comments

Submitted

Really enjoyed this one. Loved the crazed look of the Slime Keeper and it was such a nice touch to see all the defeated slimes join his nasty slimy collection. As another person said, hotkeys would go such a long way here, but it was still fun enough to endure not having them. I'd be super interested in seeing where a project like this goes. Maybe with more attacks or skills that take advantage of the tactical grid? The proof of concept is here though. Great work!

Submitted

I want an end turn hotkey and an attack hotkey but other than that it was really solid and I like the creepy slime overlord guy.

Submitted

Lol did you make the music in beepbox? I’d recognize that drum sample anywhere. I think the level music could be longer, the loop got a little grating after a while even though the music is overall good

I wish I didn’t have to click the sword every time to attack. I got to the red slimes

Submitted(+1)

I'm always a huge fan of tactical tile-based games like this. Great polish, love the art and interface, definitely has a lot of room for depth and strategy. Definitely my favorite so far!

Developer

Whoa! I’m honored you liked it, thank you greatly for the kind words 🙇

How far did you get? I haven’t really had a chance to play it as I was working on it until the very last moment of the jam 😅

Submitted(+1)

I played through two and a half runs (I might have been able to salvage the third but I got impatient lol). My deepest floor was floor 4, so it was mostly a skill issue on my part. The level generation never gave me a good place to line up bow shots after I'd bought the bow so I just ended up dying to math (I couldn't deal more damage than the slimes in melee). Still, very fun and I see myself coming back to this after the jam.

Developer

I tend to make games that skew too hard 😅

Thanks for playing, and I’m glad you enjoyed it, even if it became frustrating ❤️

After actually playing a bit it’s clear the game needs balance, QoL updates, and of course bug fixes - so hopefully after the judging period I’ll improve these things ⚔️