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A jam submission

Lonely SlimeView game page

A platformer game where a lonely slime travel around the cavern with secrets.
Submitted by sohwathismelvin
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Lonely Slime's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#17983.1293.129
Fun#18062.8902.890
Overall#19472.9552.955
Originality#24072.9482.948

Ranked from 155 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
We feel it fits the theme of Out of control because it literally randomly changes the usual control keys that player often use to move and jump in game. They cannot control the time the key changes nor to what key changes there are. In addition to that, they are not in control of the gravity shifts as they try to escape the lava. Basically put, it fits the theme of Out of Control as we interpreted the theme as Out of Control being not in control, and in this case, the controls for movements.

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

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Comments

Viewing comments 72 to 53 of 112 · Next page · Previous page · First page · Last page
Submitted

good game, but it could get a lot more polish to get even better

-make the text bigger

-make the camera a little more far away

-have a noise when a control changes

Submitted

Very common idea. Some keys are literally not on my keyboard since I'm not english so I'm not using an english keyboard. In my keyboard, ":", single quotes, slash and brackets are button combinations, which meant I can't do those even if I did that combination (Or I think that's the reason, regardless those buttons did not work). I have to wait until the buttons change. The pixel art is good but scene transition are really obvious. I also got softlocked once. UI seems to be not aligned correctly. and the text is too small

Submitted

I've seen the changing controls idea a few times but the time pressure of the rising lava makes it into a more compelling game I think. The main complaint from me would be making the controls changing more obvious when that happens.

Submitted

This is a nice idea, whcih could use a few alterations.

The UI could be larger and clearer, with some flash or sound or colour change to make it more obvious to new players what the controls currently are and make it more obvious that this is a game where controls change. 

On the subject of the controls, I would personally advice that this game shouldlimit contorls only to the spacebar and the letters. Other keys have the  trouble of not appearing on some keyboards, appearing in diffferent places between countries and of peforming other important tasks (such as esc, for example)> I had noticed that a few of the controls wouldn't work on my PC and expect this is the reason. (Also, one of the controls was sometimes just a gap? This didn't seem to be spacebar, so I wonder if it is a key I'm unaware of or if that action was just turned off for that period as partof the game?)

Here's some feedback that I keep recieving that could apply here aswell, add sound controls.  This loks like it might be one of your first games, so perhaps you simply haven't learnt how to add menus and such (I've only just begun to add such things recently). It isn't vital, but it will make your future games more approachable if you spend some time on it.

I thought this game was clever and enjoyable and I'm sure there's a million things you could do to take this idea further. Well done.  :)

Submitted

Some key appeared to be non-functional, such as slash. Sometime it would appear blank. I would asso recommend saying which key, for example (3, or numpad3, or having both works).
Red and small font size was sometime hard to read.

Other than that, it was fun, I found some (weird) contro, set that were working very well and manage to get pretty far

Submitted

I played this game in this video here (37:31):

Submitted

Woah! "Out of of control" No Kidding. I think this is a fantastic interpretation of the theme as, like you mentioned, taking something the player is used to having ,such as the knowledge of the button mapping in order to play the game, away from them is completely Out of Control.

The execution could use some improvement:

  • The buttons are really small and very hard for me to read. Some of them even look the same so I had to press 2 to 3 different buttons that all looked to the same to find the right one
  • The button combinations are way eradic and it can make the game frustrating to play in a not-good way
    • There's great fun to be had keeping the player on edge by constantly changing their buttons but consider those who are not physically able to stretch their fingers or so drastically stretch their hand across their keyboard.
    • My suggestions is to have a predetermine set of keys, that are always mapped to the same controls (i.e movement & jumping) and just switch between down at random
    • e.g. 
      • Movement: A, D | Left, Right Arrows |  1, 2 | 9, 0 (and whatever other buttons that would be comfortable for a player to use)
      • Jumping: W, S, SPACE, Up/Down Arrow, Mouse Click (etc.)
      • Then you can randomly change the movement and/or jumping to one of those buttons
  • Finally, give the player time to react to the change (fun games tend to lean towards favoring the player)
    • This could be something like a flashing sign that lets me know "in the next few seconds the buttons are going to change.
      • Take this further an maybe indicate which one (! Movement) OR (! Jumping) is going to change
    • Once the buttons do change:
      • Make them appear on screen for like a good 3-5 seconds
      • Allow the player to still use the previous combination for another 1-2 seconds
        • This is to allow the brain to register the buttons have change and the body to react
        • This should help keep the flow of the game intact, after all this is a platformer and great platformer has "flow" allowing the player to transition from moving to jumping seemlessly.

These are just my tips on how to improve the experience for future development should you choose to work on it post-jam. 

Overall, a very good idea. The art is wonderful and the aesthetics mixed with the sounds/music all fits well together. :)

Submitted

Reminds of the old indie game Gish! Cool concept.

Submitted

Ooo this is really hard but fun, some of the combinations made my hand stretch like crazy.

Good job!

Submitted

Love the game! I like the concept where platforming game but the keys always change.

Submitted

Unique idea to have varying controls, fun game!

Submitted

Cool game, has some small little problems, but for a 48 hour jam game, it's good!!

Submitted

Nice, the controls getting randomized on each run sounds like an interesting idea, it leads to fun gameplay shenanigans. And I can see this idea having some potentials to improve too.

Also, like the others said, the GUI showing the changed controls is a bit too small.. perhaps scaling them up can help it's visibility?

Overally, the idea was interesting and I can see some potentials in it.

Submitted

Kinda like keyboard twister. At one point it was F9 and Tab to move with , to jump. Crazy times :)

Submitted

Nice idea but the text that shows what keys to use is really small 

Submitted

Cool idea! However, I think you should use only the alphabetic keys, because half the times the chosen keys did not work, also a notification when the keys changed would be appreciated. Still, nice job!

Submitted

Nice the idea, the character felt really good to control once you position your hand on the right keys. I'd suggest to make the current keys more visibile (for example, you could put the key for jumping directly ahead of the slime, and same for left and right) and to change them only one at the time

Submitted

The text that tells you what keys to press are:

1) Small
2) Not in the easiest to read font
3) In a color that doesn't stand out from the background

There are also some keys that show up as empty, and they're not space, as that has the term "space", so I couldn't figure out what key it was.

The points where the controls switched felt random, the first set of keys lasted me like 30 seconds, then I had fairly rapidly switching controls. every 5-10 seconds.

Game felt pretty good when I have figured out which keys to use, for that moment the gameplay, the platforming feels fine, but I  agree with many of the other commentors here that some form of warning/notification needs to occur before/when the keys switch.

Submitted

so this is a common thing that i've seen throughout the jam, and thats taking "out of control" to meaning "difficult to control". this is a prime candidate.  one of the key issues i have with this game is that i am a low dexterity player and the hand positions required to play the game one randomisation kicks in and decides im going to have a bad time is quite severe.


firstly: this could be helped but only chosing keys randomly within a region so as to allow the hands to rest comfortably on the keyboard, secondly the core game is simple platforming, there's no fun in it tbh it's just the challenge of having to do keyboard fu just to make the pllayer move.

this isnt necessarily a bad thing though, you have games like QWOP that are fun, its about making the random mesh well with a comfortable user experience.

there could be something in here with some tight changes, good luck!

Submitted

The major thing this game has potential with is controlling the player with wacky controls. At first it felt a little awkward, but then I got used to it and controlling the character in such a weird fashion was interestingly... enjoyable. The main gripes I have with the game are that the moments where your controls switch just feel frustrating and the visual, audio, and presentation aspects could be better.

Viewing comments 72 to 53 of 112 · Next page · Previous page · First page · Last page