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Slimedew Valley's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2579 | 3.091 | 3.091 |
Enjoyment | #2894 | 2.727 | 2.727 |
Overall | #3223 | 2.833 | 2.833 |
Creativity | #4012 | 2.682 | 2.682 |
Ranked from 22 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?
The game is a reverse farming sim. Instead of trying to grow crops. You are a slime trying to eat them all.
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?
Yes
We created the vast majority of the music during the game jam
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Comments
The music is so over the top, I love it, haha! One little thing I noticed: you kind of get stuck on obstacles when touching them, which feels a bit weird. But that's just a minor nitpick, overall it's a solid game. Good job!
We released the assets used in this game for free: https://lakedead.itch.io/assets-slimedew-valley-tileset-and-sprite
I made a trailer for this game.
Nice art, nice music and nice concept. Good job
I love the idea of "what happens when the player sleeps". It kinda plays on the old Toy Story idea, and I think there's a lot of potential in the game genre for that stuff too. That's what made most of the game fun. The art is also good, and the music is cool (I appreciate the volume slider in the title screen very much!) but albeit seemed unclear how it fit thematically. I think it helped make it seem more action packed for sure - it instantly made me aware of the rush timer.
I also appreciated that you could revive infinitely until sunrise - that made it less punishing to explore.
Unfortunately the collision system was a little frustrating sometimes (especially the rocks behind the plants), the difficulty curve was a bit out of order (except the start). And I didn't figure out exactly why the birds sometimes died when they touched me, and what the star did other than make creatures run away from me for a few seconds (my mind instantly went to Pacman where ghosts become vulnerable and run away). My biggest complaint was the second last level though - it seemed to just be long to add playtime but there was no challenge or things to do but wait until you got to the end. I would've quit if it wasn't because I really want to do my best to give feedback to other developers who might thirst for feedback as much as I do.
Here's some shots from my playthrough: https://imgur.com/a/jGS6PnN
Now I know how the slimes feel when I turn on the wilderness farm 🙈🙈🙈 the guitar music made me laugh so much, it's so different from the vibe.
It's all about perspective!
It is a fun fun with controls that has nice feeling.
My avatar got stuck in a wall sometimes and i think it was a good idea to visually highlight the plants you need to collect.
But the levels were interesting to play.
Great suggestion. I will implement it after the jam!
Though I had difficulty finding where to go, I really enjoyed the game! Also, great music and sfx!
Ya, as the programmer, I had a hard time keeping up with the composer and the artist. Learn a lot on the fly for this jam.
It certainly is solvable :D
nice job, a little hard to get around some things, but good concept and fun to play
Ya when I played I didn't have trouble with the collision but after watching others I realized it was a pain point for a lot of people.
Lots of fun, cute animations, and a sprinkle of difficulty towards the end. The part that got me the most was the edges of trees and fences stop you dead in your tracks. I love a good game jam great work.
Nice presentation. I found hitting enemis yo be inconsistent: sometimes both enemy and the slime dies, sometimes only the enemy. Most of the time you are far away from any enemies, so star buff, being so short, only really helped on last level, and not by providing invincibility, but by scaring them away a for a bit. Level design could use work, in last levels you only have just enought time to beat the level, so picking a wrong path leads to a slow game over.
The star buff is a dice roll of luck sometimes. It takes a short time to activate too so if you just smash into an enemy as you pick the star up, you'll die. Also it ends abruptly which can happen mid-collision with the enemy I suppose.
Most level design was made during the final hours of the jam, so balancing wasn't possible. Last levels possibly were made in too high difficulty due to developer becoming better at their game at that point after testing it so many times.
Thanks for playing and for the feedback!
This is a funny concept and a good execution!
Thanks for playing and for the kind words!
Great concept!
The hitboxes were a bit odd and it was really easy to get stuck on trees and other objects
Hitboxes on the slime were great, but perhaps other objects were designed a bit differently to smoothly work together.
Thanks for playing and for the feedback!
great concept and play on strardew valley. Would love to see this expanded on!
one suggestion if you plan on working on this in the future is to maybe reset the time on certain levels and add a visual indicator for what exactly is happening with the stars!
The star does make your character "flash" slightly for the duration, but if there was more time I'm sure we could've added some additional sparkles as an effect, and perhaps even change the appearance of the enemies (PacMan style) to notify the player something's up.
Thanks for playing and the kind words!