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Slimy Situation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #16 | 4.467 | 4.467 |
Overall | #36 | 3.933 | 3.933 |
Audio | #52 | 3.853 | 3.853 |
Game Design | #80 | 3.907 | 3.907 |
Innovation | #122 | 3.760 | 3.760 |
Theme | #170 | 3.960 | 3.960 |
Fun | #190 | 3.653 | 3.653 |
Ranked from 75 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
You play as a slime that can split itself apart, and it's impossible to beat the sections without having the different slimes work together. Also, when a lot of smaller slimes merge into one big one, they're stronger when going up against enemies.
Did you write all the code yourself and made all the assets from scratch?
Yes
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Comments
Pretty fun, really liked the concept! The mouse pointer was quite huge and the splitting control was kind of anti intuitive, or at least for me, but it wasn’t anything I wasn’t able to get used to. The art was pretty nice too!
yeah... For some reason the mouse cursor was a bit weird, sadly. And i agree! With some tweaking this game could see great improvements. Thanks for the feedback!
This game looks amazing! The caves have a perfect atmosphere for the slimes and the core mechanic is very smart! The only thing I had a problem with, is the hold longer to shoot bigger slimes mechanic. Often I want to be able to take a little bit of time to aim and so I will always shoot out a big blob. Other than that, Great work!
hey I'm glad you liked the art / design! And yeah, I guess the controls were a bit weird. Thanks for the feedback anyways!
wow! that's a professional polished game! awesome idea, graphics, vfx, music! Top notch, impressing for it to be a week's work! Well done guys :)
Hahahah thanks for the kind words! And yeah, we spent hours n hours coding and doing everything, it was a lot of team work (I guess you could say we were... Stronger together?) Thanks again!
Stunning pixel art! I really like the concept and the levels are fun and challenging :) Audio is pretty good too, I think the music fits very well! Great Job!
We are glad that you enjoyed the game Domenico! The art took quite a while to finish, I had to design all of the levels manually lol. Thanks for the review!
You're welcome :) And I'm not surprised the art took some time, it's amazing!
Ok, so in terms of graphics you nailed it. Really impressive.
I have 2 issues with game.
-The red shooting enemy has no indication as to when he is shooting. Visual and audio cue are really important when it's 1 hit and you die - which is the second issue. You could have the blob lose mass and it will be fine. But maybe I just suck.
Even with those issues I still had fun.
Well done!
hey, thanks for the great advice! We agree that there are some balancing / fighting issues, but we're glad that you enjoyed it anyways
This is surely one of the best character mechanics i've seen in this game jam. Great work.
wow that means a lot to us! Thanks a bunch AR Borno and good luck with your game!
Really creative mechanics and amazing level design. I knew from the quality of the menu the great game i was getting into
yoooo tysm for the kind words! I mean, not trying to brag, but i was the one responsible for the menu and level appearance :) so im glad that you liked it!
Really enjoyed the slime split mechanic, worked super well, well done :)
thanks doritos, I'm happy that you liked the mechanic!
Great game! Found it hard to line up shots with small slimes since I always took to long to aim and ended up shooting half of my mass :D Really nice graphics, cool concept and polished overall feel, nice work! :)
Really good stuff! I found that the timer for splitting the slimes into bigger parts was kinda weird, as you always take long to place your angle. That means you never really split into small bits intentionally unless you REAAALLY need to. there were also a few issues like foreground hiding where to stand on top of a hole. But overall good stuff, little ones :p
Excellent stuff.... Hard to reach this level of detail and quality in just one week, hat's off!
Wow! Great game - I really enjoyed the menu too, switching areas of the scene for the different options is a great mechanic
I really liked the game, fits the theme really well. Especially the sprites look really cool. The controls could use a bit of work though, also maybe make shooting a slime a bit faster?
I really liked the graphics effects <3
I quite liked the idea, graphics and music but i think there were some flaws in the gameplay and enemy readability.
1. A simple one to fix: i think the game would have been much nicer for me if the enemies were red or violet or some color other than yourself. i died multiple times because i thought they were just mass i could attach to myself ^^' Or giving them some other malicious feature for better readability.
2. Another problem I think is that firing many slimes until you are really small seems like the best strategy, which is quite tedious. I think either just being able to throw nearly everything at once instead of only being able to split or somehow making it that shooting yourself multiple times isn't as good as a strategy.
3. I think the background spikes from the top should maybe have a bit less contrast as i thought they would actually damage for the first half of playing.
4 Overall the game is a little slow. I think removing or lessening the slowdown on the throwing ability would help there. That's also the reason why it is really punishing to get set back all the way to the beginning
I hope this wasn't too harsh. The game is still really impressive and nicely done. I enjoyed playing it and it sets a nice atmosphere.
great game with great mechanics, it's similar to mine but i think you made it waaay better, i have a lot to learn. nice job, i have nothing to say to against.
Whoah, pretty damn cool idea. Almost gave up so many times but struggled on all the way through...
The WebGL version worked just fine for me. The only graphical issue I notices was this z-ordering in the settings menu.
So it was kinda confusing at first while getting accustomed to different mechanics. A smoother difficulty curve in the beginning would have helped a lot. The difficulty curve overall was all over the place. Easily the hardest levels were around the middle. Or at least it felt like that and I suddenly learned how to play around there.
Never got used to the throwing controls really. It didn't feel natural to me that it was like slingshot style reversed. And you even had to start the dragging from where you were going to want to end up at too to get enough distance. Just didn't feel right. It was also very hard to control how big slimes you'd shoot resulting in quite often needing to take multiple shots while. Felt like a waste of time. I also feel like the switch button should have been right mouse button instead and the lock one could have been E. Made those instant death climbing section way harder than they needed to be. Same goes for fighting enemies.
And speaking of enemies, I think the game would have been better off without them completely. Especially those red ones that shot back at you with no warning or anything were just miserable. The bullet time helped quite a bit while flighting them but it wasn't very reliable and sometimes if you were in a bad angle, the enemies just kept shooting the smaller slimes you were trying to throw at em mid air.
Quite a few times I managed to somehow grow up bigger than I started with getting myself stuck and having to throw pieces off just to continue. Didn't feel fun. 🥲
Anyways, pretty damn nice! Ironing out the few kinks and smoothing out the difficulty curve would make it fantastic. Very nice job, top notch! 👍
Thanks for all the feedback! And great to hear you beat the whole thing. I think you're right, a smoother difficulty curve may have been better. I think what happened was that it used to ramp up consistently to the end, but near the end of the jam we nerfed the last levels a good bit more than the middle ones. The last levels are still harder, but after beating the middle levels and improving your skill, I could see how you could have an easier time with them. About the enemies, interesting to hear they were frustrating to you. To me it was fun to dodge their bullets and shoot at them, but maybe that's just preference. To avoid the slimes you shoot getting shot, I usually wait a second and shoot one between the enemy's shots, or jump to change the angle, but I can see how fighting them could feel unfair, especially while in the process of learning all the other mechanics.
And about the controls issues, maybe would've been helpful to add some more settings, like reverse shooting controls and stuff. Maybe if we had more time.
Also, we ran out of time to fix that bug where the slime grows huge randomly. Sorry about that lol.
Thanks again for taking the time to write this. Always helpful as a developer to learn how people will react to everything.
Nice game man. Really cool idea and implemented really well. Cute model and good music also!
Your game is awesome! I really enjoyed it.
Very good game ! The movement feels a bit floaty though but still very impressive for a jam game