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Slimecoil's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #794 | 3.704 | 3.704 |
Overall | #1040 | 3.426 | 3.426 |
Fun | #1162 | 3.238 | 3.238 |
Originality | #1590 | 3.335 | 3.335 |
Ranked from 206 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?
Two slimes are joined together with a spring coil.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I really like the graphics and style you went with for this project, it really compliments the gameplay concept which is super neat, but, doesn't quite stick the landing imo, it's like on the verge of being really good, but, something is tripping it up, and I think what's missing perhaps is a feeling of flow. The ability to lock the characters down provides the potential for a lot of cool explosive movements, but, needing to switch between characters and press a button to stick or unstick them one by one really stopped that from happening, perhaps each one's "stickability" could be tied to a separate button that could be activated regardless of which one you were currently controlling. Now I, of course, can't say with certainty, but, given the functionality that seems present in the game, I think this could make for some really fun and wild interactions and possibilities.
All in all, it's a solid entry with great presentation, and I think it really does have the potential to be so much fun!
Thank you! Great feedback, will make sure to take it into account next time and spend some time perfecting the controls :)
I am glad that you used a spring to connect the two characters and not a chain, because this makes the movement so much more fun. I also liked that you used a grain effect. Your game reminded me of old cartoons because of it. A very good game!
Thank you! I had the same idea at first but decided to spruce it up a bit by adding a spring which turned into the main mechanic. Great to hear you liked the presentation, that was the effect we were going for. Glad you had fun :)
There have been a lot of games with 2 controllable characters in this jam but none have shared this dynamic. Very Cool Concept. Truly Unique. A bit hard for me though.
BTW, Would love for you to try my game too.
It is an Action Platformer with unique controls.
https://sgt-blade.itch.io/wartorn
Teaser:
Thank you!
This is a really interesting idea and the first time I've seen someone use a spring to connect the characters. I think there's lots to do with that mechanic. I found the movement a little bit slidey for accurate jumping, but that is a minor issue.
Thank you! Glad you found the mechanic interesting :)
The mechanic was really fun! Good work!
Thank you!
Fun game! There are so many games out there with this 'linked characters' mechanic, so it's refreshing to see something that basically puts a twist on that!
The execution of the spring mechanic is very good, it feels very real and bouncy and stubborn like any spring would. It's nice you let the player counter balance the restrictions of the spring by allowing the slimes to stick! Though I found that in some places it would have been useful to also be able to stick to walls, especially for those really high walls, or those first spikes – they really stumped me and I couldn't find a way through!
I did manage to stick to thin air though at some point! :D
The music is perfect for this game, it's cute, light-hearted and a bit goofy too, which is exactly how it felt playing these two adorable slimes.
Oh and props to giving how-to-play instruction straight after running the game, directly in the game itself. A how-to-play menu is nice, but I find what you did much more elegant.
Well done overall!
:D Yeah, there are some bugs we overlooked due to the time constraint. Normally the player's only supposed to stick to the ground. It's great to hear you had fun though!! Glad you liked the mechanics too, spent quite some time on them. How-to-play menus bother me too so I try to integrate them into the game whenever I can. Thank you for your kind comment <3
Very fun game, i like the spring mechanic. Art was very cute.
Thank you, glad you enjoyed it!! The credit for the art goes to my teammate PaperBarber :)
We're glad to hear that! Thanks for playing
Hahaha I love the spring mechanic! xD It's so cute how the slimes bounce around <3
Thank you! <3
Very nice implementation, a lot of the other similar games used a rigid connection but the spring adds a much deeper element to the gameplay!
Thank you! It's nice to see you liked the implementation and found it unique!
I love this game. Using a spring instead of a rope unlike other games was a really cool concept. The gameplay fits very well with the theme. The controls were a bit tough, but otherwise this was a really fun game. Well done.
Thank you! Glad you found the idea unique and liked its connection with the theme. The controls turned out a little more challenging than I expected so I'll just blame it on playing too much Dark Souls lately :). It's great you had fun and loved our game, it truly means a lot! <3
If you have time, please check out my game.
Really cool game !!!
I love the art style and the music. Great level of polish.
It took me a while to get a hang of the controllers, a bit unconfortable for me but nothing that a new keybind wouldnt fix or even controller support.
Great work and congrats on finishing the jam with this impressive level of polish.
Kudos
Thank you very much, I'm glad you liked it :) It makes me ecstatic to see you notice the amount of effort that went into the polish. The art style is thanks to my teammate PaperParber who did a great job even though it was our first time working together so we'll definitely be working together in the future seeing such positive feedback <3
Cool concept, good presentation, level design was good too. I encountered some bugs with the checkpoint system and in particular had to give up when I got stuck in this state: https://i.imgur.com/y4HlX05.png
But yeah, I like how the spring is simple enough to predict the behavior of and how it works both in compression and extension which lets you use it in creative ways.
The control scheme was a bit difficult to internalize but the characters weren’t too difficult to control once I got used to it, so maybe they’re fine as they are, but there could be some room for improvement there. Like you could for instance experiment with controlling both simultaneously.
Oh, and one thing that confused me is that I’m still not sure what surfaces I can stick to and which ones I can’t – it seemed kind of unpredictable since sometimes I could stick to walls and other times I could not. It even let me stick to the air sometimes.
First of all, thank you so much for the great feedback! I didn't have much time to work on the checkpoint system so there are a few bugs I didn't encounter during the testing. As for the control scheme, I tried using different keys for each character but it personally felt a little too difficult to control since the player had to use 10 keys at once. Normally, I intended the player to only stick to the ground below it but apparently, there are some bugs with that too. Regardless, glad you liked the spring mechanic and the concept!
So difficult to control, but I guess that's the part that needs mastering to continue in the game. Nice mechanics for the spring between them, well made game and great old-timer tune / screen flickering. Very good job, I really enjoyed this one!
Yeah, that's where we put most of the challenge in the game. Glad you liked it, thank you :)
Really fun spring mechanic, made especially hard with the sliding. Excellent art and level design, good job!
Thank you although it might have turned out a little harder than intended :) Glad you liked the art and level design!
The spring physics are very cool, hard to get used to, but very cool and clever. And the level design is nice and well thought.
Thank you, I'm glad you appreciate the level design and found the spring mechanics fun to master! :)
Really cool game, and the spring physics felt undeniably awesome! I love the tie in to the theme and feel this was executed really well!
I would love to see this carried on post-jam and fleshed out into a brutally difficult level-based platformer, there's just a lot of fun to be had and a lot of cool mechanics to be explored! I feel the audience is there for a game like this, at least in the form of Youtubers and streamers who have started getting more and more into difficult games for audiences that like to see their pain hahah
Great job to both of you!
Wow, thank you so much for your kind words <3 We're glad you liked the physics and the execution! Yeah, you're right, it never crossed our minds but I guess Youtubers would enjoy this kind of game, wouldn't they? Comments like yours make us so happy and give us even more motivation to keep going so thanks a lot! Maybe we will turn it into a fully-fledged game, the feedback has been way more positive than we've expected so far :)
Really well executed version of the "joined together" duality gameplay, liked the addition of the Stick mechanic and really made me have to pay attention, kind of rubbing heat patting tummy kind of situation :P
Great work!
Thanks a lot :D Glad you liked it!
Cool use of the theme! Really hard but in a good way! Game is fun! Maybe a bit more friction is needed to reduce the randomness! Overall really good game! nicely done!
Thank you!
Very very well done. I think the idea was done basically perfectly and the art style is very cute. The only issue I had was the seemingly generated on the spot save states for when you die. It causes some kinda annoying points when one slime got stuck behind a door and the other didn't, or a time where a slime was stuck in a death loop.
![](https://i.imgur.com/Mzal58E.png)
I was able to get out of both, thankfully, but it was still a little bit of a pain.
Thank you so much! It's great to receive feedback as I've never encountered this during playtesting. And honestly, I should've spent a little more time on the problematic checkpoints. I will fix it as soon as the jam is over. Glad you liked it regardless <3
Also how in the hell did you get unstuck?? Even as the creator it seems impossible :D
I would put blue as far right as possible, bring orange right to the door.
Have blue stretch and compress till they are right on the door themselves.
Switch back to orange and use the spring power to do basically a far long jump over the crate, and basically TOSS it into the button hole at a high speed.
Then just jumped before hitting the spikes and kept on going.
The music was cute! The mechanics were really cool with the spring. It really changed up the typical game like this, so you had to think about timing and momentum. Very cool!
Thank you!! It's great to see you enjoyed the planning and physics aspect of our game :))