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Bunny Slime's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #1233 | 2.813 | 2.813 |
Overall | #1862 | 2.250 | 2.250 |
Originality | #1977 | 2.125 | 2.125 |
Adherence to the Theme | #2276 | 1.813 | 1.813 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Game looks fantastic. Bummer it doesn't play as well. My guess for the game's theme are: enemies move every second, or you choose only one upgrade after every battle (buggy feature). Honestly, I can't tell for certain.
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Visuals and gameplay is great, the idea is there, but the execution could be better, maybe some screenshake or sound effect to give the player feedback when I do a succesful attack.
The game plays very similar to Dance of the necrodancer, but without the rhythm part, the enemy moving to the beat is a nice touch.
The upgrade after every level doesn't seem to work, but still, great job :D
Artwork is amazing. Animation feels quite dynamic. The upgrade system doesnt seem to work, you just respawn on the same level again.
An idea not very original but very well made.
The sound design is good and the graphics are beautiful, for a game jam it is enough.
Congratulations.
Mind giving me an example of a game that is similar if it's un-original? Glad you liked it tho!
I haven't tried it yet, but just visually it gives off a grid based RPG feel, that of Megaman Battle Network or (one I actually like) Radiant Historia. While that doesn't naturally mean it plays like them, but the mere inclusion of a grid for attack and movement invites the comparison.
Update: Played it and it feels very much like a small floor in a roguelike. The fact that slimes will always move regardless of whether you choose and how quickly can be manipulated by your tempo of movement is very reminiscent of Crypt of the Necrodancer.
You actually do have something I would consider playing here. I really like it when battle systems make the player more active and less prone to sitting in menus thinking. I can imagine without the restraints of the jam requirement a battle system where you have say equipment assigned to 2 buttons that act as lures to make the enemy of the corresponding color move in alignment with you, and you can line enemies up into arrangement that would do extra damage to them all or cause certain effects, etc. All still within the what I don't think you intended, but apparent for me- musical borders of movement. While on the surface the alignments would be the star skill for mastering combat, but in actuality the player is learning to play an instrument where the rhythm is more important than the notation.
Awesome! We we're going for necrodancer X battle network, glad you picked it out!
Fun little game. The sprite work is fantastic. It took awhile to figure out how the game works, but once I did it was fun. Unfortunately, I have no idea how this games fits the theme only one and you game page didn't explain it at all.
Thanks! We didn't really care about the theme, we just had an idea and ran with it. I guess it could be interpreted as only one fight?