Play game
March of the Slime King's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #121 | 2.874 | 3.400 |
Gameplay | #170 | 1.859 | 2.200 |
Overall | #175 | 1.893 | 2.240 |
Technical | #177 | 1.859 | 2.200 |
Creativity | #186 | 2.028 | 2.400 |
Audio | #207 | 0.845 | 1.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Rule
Rule A
Only used the colors black (#000000) and white (#FFFFFF)
Theme
No
This game does not follow the optional theme
Original Art
Yes
Created own art
Original Audio
Yes
Created own audio
Leave a comment
Log in with itch.io to leave a comment.
Comments
I really like these types of games. Playing this game reminded me of this maplestory archer game I used to play as a kid: https://ayumilovemaple.wordpress.com/maplestory-flash-game-download/#HunterStory
March of the Slime King feels off to me compared to this maplestory flash game though. I don't like how much time you have to wait between shots, and I find it very hard to predict where shots will land in this game.
I still have Hunterstory from like all these years ago, there's actually a fan made sequel that exists too, found it through Flashpoint, definitely worth a looking into!
I actually did set out to make March of the Slime King like a diet version of Hunterstory but in my efforts to do so I failed to consider the consistency that it has even when it comes down to the RNG factor, accuracy of one's own shots is really quite the pain in the butt as well.
The game has potential but definitely has some balance issues.
The biggest one is the amount of time it takes to see any enemies in the first difficulty level. In the first 60 seconds I maybe saw two enemies. And if they aren’t the snail looking ones they’re impossible to kill (at least I had no luck) which means I can’t level up to do more damage. So it became quite the slog to make any progress.
From reading your other comment it seems like there’s a lot that I missed.
I’d love to come back and give it a shot once you update it. It appears that on the surface it’s a game that I could sink quite a bit of time into.
It definitely is a pain in the butt, given the window of time I didn't put too much thought into it as I really should have.
This is exactly the kind of game I'd spend dozens and dozens of hours playing in the mid 2000's. Pretty standard but effective gameplay loop with permanent progression. There were a bunch of upgrades on the game over screen, but I couldn't find a way to get them. I'm assuming they didn't get fully implemented before the deadline, yeah? There was a bit too much randomness for me for some things. Like at level 1, you're damage range is 1-10, which is already really swingy. You could hit an enemy every possible time it's on screen and still not kill it, taking damage. But when you level up to get 2-20, 3-30, or 4-40 damage it's completely overkill on the swinginess. I think something closer to a 5-10, 10-20, 15-30, 20-40 progression would be better. Might still be a little swingy, you'd have to do some testing. Also the randomness of the projectile path was a little much, I think. I think most players have an assumption that if they click in the same spot twice, the projectile should take a very similar path, but I found that clicking in the same spot twice would almost always send the two projectiles in wildly different places. The big golem looking dudes felt very bullet spongy to me. I never managed to kill a single one, even at level 4. The upgrades looked really fun. I want to get some of those summoning abilities. I really really like having a million little minions around automatically killing enemies. I want to play this if/when you update it. It's pretty cool.
Also any sound effects would help a lot. Like, for firing projectiles and hurting enemies. A way to show the player they leveled up in a really obvious way would be beneficial.
I'm glad you liked it despite it's flaws as for everything else:
- Power ups are implemented but you only get one at a time every 10 levels(9 at the start since you're at level 1, indicated by the crowns and levels remaining stat things), summons are my personal favourites too!
- The issues with damage and accuracy were a side effect of putting too much focus on the power ups since summons made damage more consistent and the accuracy one made it at least more reliable to hit things, naturally, however point 1 certainly demonstrates why such a system didn't work.
- I was never really good at balancing enemies, this is pretty clear when Skuttlers are very easy to kill regardless of level but Lizardmen are always a chore, Spitters are pretty alright though at so there's that.
- I ended up forgetting to add sound effects and ran out of time by the time I did remember sadly.
Although I can't promise anything I'd very much love to return to this game and refine it, in it's own version naturally so it doesn't go deluding the duct tape and staples version!