I love pixel art, and yours is great, very good entry, challenging gameplay and lovely art
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Slime Siege's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #20 | 3.750 | 3.750 |
Overall | #27 | 3.250 | 3.250 |
Audio | #28 | 3.100 | 3.100 |
Theme | #31 | 3.200 | 3.200 |
Fun | #36 | 2.850 | 2.850 |
Humor | #41 | 2.100 | 2.100 |
Innovation | #43 | 2.600 | 2.600 |
Mood | #44 | 2.650 | 2.650 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Well that was a difficult struggle. I like the aesthetic and I really enjoy these kind of strategy/commander type of games but I had a lot of trouble even surviving in this one.
I didn't realize you could scroll the screen until I read comments to that point. Most of the game is pretty opaque, so even though I did better some round than others I'm not really sure why. Perhaps expose more of the variables under the hood in the UI?
The game is a bit unbalanced, but I like the premise. It reminds me of Age of War, a super old flash game. It could easily be balanced by giving the enemies less health, or recharging the slime meter faster. I like the graphics! Nice game.
Took me a bit to figure out the winning strategy and then it got quite fun! Really nice idea but it's a pity that you don't use the mutation mechanic to win the game. I wish there would a strategic touch to it where you really need to collect good builds and party to win. But I also understand that it's incredibly hard to balance so many things. So if you are to continue with development after the jam, I think it would be a really interesting and fun game to play.
The UI and art are great! The music and sound add to a very nice medieval mood. It would also be nice to add some descriptions to the abilities as not all of them are self-explanatory. I really appreciated the tutorial, helped a lot.
One thing that I would definitely change is the side-scrolling. When I started playing I never would've guessed that you can scroll. Then, I saw a comment about that and realized that you can. But it took me a while of trial and error to realize that you need to move the mouse to the edge of the screen. Maybe it's because I used touchpad but I think there should be an alternative way to do that like A/D or mouse scroll or at least a hint that you can do it by moving the mouse to the edge. But because of this issue the first time I thought that I'm missing a half of the game screen and can't do anything about it.
Other than that, really great game and I really enjoyed it. Great job for 48 hours!
Wow thank you for the in-depth feedback! Your first point is spot on in that although we wanted players to incorporate the mutations more strategically, we simply ran out of time to balance the game that way. Regarding your second point, we will try implementing a way to help players know what the different upgrades do. Regarding your third point, we will implement more ways to side-scroll and make it clear from the start that you can do so. Really appreciate your constructive suggestions!!
Thanks for the specific feedback! We got around to implementing most of the gameplay mechanics but sadly a lot of the specific UI/balancing improvements didn't make it in. If you look next to the slime jars you'll see a big empty space where the information screen was supposed to be, displaying the abilities, their mutations, and their effects on the slime type. Hopefully we have time to include a lot of the suggestions and QoL changes once the jam rating period ends.
I'm glad you liked the game and again, thanks for the constructive feedback!
The music art and sounds of this game are amazing. However it was way too hard. There also some minor changes i would make to the UI and Camera. I would have prefered to control the Camera with A and D or the Mouse. An indicator for the Mutations of my slime would have been great too. Overall i think you got a could core, you can build upon, but it lacked some polish. Its still very impressive for 48 hours! Its still really well done!
Though it was a good entry, but as others have said a little bit of tuning would have made it great!
It seems like you have a good core game here, but I can make it very far before the knights kill me. Maybe I'm missing something?
Fun game! Was a little bit spammy rather than tactical but I enjoyed seeing what all the different slimes did! Eventually beat it after a few tries!
Glad to see that you tried seeing what the different slimes did! If I may ask, were the effects of some attributes more prominently evident than others?
We planned a small part of the UI to show the currently equipped attributes of the slime as well as its effects, but didn't have the time to implement them. Hopefully none of the abilities were too confusing in what they seemed to do!
We tried tweaking a few numbers to balance it out, but most of what we did ended up giving the slimes a big advantage from the get-go. Turns out we'd have to apply changes to knight generation throughout the course of the match to even the tide a bit, but at that point the deadline was fast approaching :(
Glad you liked the game and the art!
As the others have said, the balance is pretty far off from where it should be, but I love these types of games and had a fun time with this one. Looks and sounds excellent and I think with some tweaks the mutating aspect could be a really fresh take on the genre. Well done!
I love this type of game and I wish people made more of it. Please make this into a full-game.
Cool game. I like this kind of game. It need some balance (I know that in 48h it's hard, my game is not balanced too), because a simple strategy is to wait for first wave, then spam a jar to stack them and don't stop until victory. So we lose the interest of the mutation, but it could be improved with some extra time :). Though great job.
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