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A jam submission

Slimy SituationView game page

Slimy Cave Escape Adventure
Submitted by SushiWaUmai (@EugeneMatsumur1), StarmapsGames (@StarmapsLLC), andrekoga, Icyburg_ — 55 minutes, 22 seconds before the deadline
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Slimy Situation's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#164.4674.467
Overall#363.9333.933
Audio#523.8533.853
Game Design#803.9073.907
Innovation#1223.7603.760
Theme#1703.9603.960
Fun#1903.6533.653

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

Viewing comments 31 to 12 of 51 · Next page · Previous page · First page · Last page
Submitted

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

Submitted

Excellent stuff.... Hard to reach this level of detail and quality in just one week, hat's off!

Submitted

Wow! Great game - I really enjoyed the menu too, switching areas of the scene for the different options is a great mechanic

Submitted

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?

Submitted

I really liked the graphics effects <3

Submitted

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.

Submitted

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.

Submitted (1 edit) (+1)

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! 👍

Developer(+2)

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.

Submitted

Nice game man. Really cool idea and implemented really well. Cute model and good music also!

Submitted

Your game is awesome! I really enjoyed it. 

Submitted

Very good game ! The movement feels a bit floaty though but still very impressive for a jam game

Submitted

Amazing visuals and audio! 

Found the shooting was a tad finnicky and hard to control but overall a good experience :)

Submitted

Cool game with nice art and sound design.

Submitted

This was really good. A smart mechanic that fits the theme really well and amazing graphics and lighting for a jam game.

Submitted

Lovely graphics and the slimes are really well done. 

Submitted

Very good project for a game jam! You made impressive post-processing and funny core mechanic)

P.S. How many slime games have I seen today?

It will also be cool if you check my game)

Submitted (1 edit)

Yo really loved the concept. Good game.

Submitted

I really love all the graphics in it. The audio and the mechanics were also great, and although I found it a bit hard I really liked it!

Also it was a bit unclear that you had to put your cursor over the slime to switch to it, like maybe word it a little differently of something there, I know there was a mouse icon but I didn't see it at first lol, and the cursor itself was a bit big, but overall a really nice game!

Submitted

Love the art, Love the music, Love the game mechanics, love the strategy involved. Love the level design and how the boulders come in from behind making in a stressful situation. Great game!

Submitted

Very interesting, I saw several games like this one in this jam, but here the "throw" mechanic really makes a difference, good one! The art is also extremely good, congrats! The only thing I can criticize is that some parts of the environment end up between the characters and the camera, so the player can't see the character under control, I didn't like that, but it's just very minor and a personal opinion. Excellent work overall!

Developer(+1)

Thanks for kind words / feedback. We added an option to disable parallax in settings.

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