This was quite fun. Nice art/ good visuals. Going with an AI-dependent success mechanic was brave, but pulled off magnificently.
This is quite impressive for 96 hours. I hope ya'll go on to make many more amazing products.
Criteria | Rank | Score* | Raw Score |
Style | #112 | 4.489 | 4.489 |
Overall | #160 | 4.121 | 4.121 |
Creativity | #182 | 4.234 | 4.234 |
Enjoyment | #788 | 3.638 | 3.638 |
Ranked from 47 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?
In the game, you play as a slime, that can scale in any direction, trying to help a mage scale up a tree.
Development Time
(Optional) Please credit all assets you've used
see description for full credits
Hey I actually had more trouble with the player controller this time. It's very difficult to tell what resizing the player will do, whether he/she will phase through the ground (which I later discovered to be platforms). I know that tutorial levels are annoying, but I couldn't recommend anything for this game except a that. Or at least finding someway of communicating the main mechanics...
A huge recommendation would be listening to the Portal commentary, which you can turn on in-game. You will start to get a sense for how Portal makes tutorials fun. But I wouldn't go any further until you get that tutorial biz figured out!
Cheers,
Steven
The art is really cute! It was confusing for me but fun.
very veyr cool puzzle, took me a while to finish eht first level but once i understood how to play it was super smooth and fun, good job !
wonderfully clever puzzler with some chill vibes, kinda reminds me of escape goat in some ways
goopster's kinda smug vibe fits the task at hand pretty well too. "geez, what would this nerd do without me. 😏...ohcrap i forgot to catch him before he--"
the resize controls were a bit clunky and possibly buggy but it wasn't enough to make me stop playing. i also enjoy the mechanic where you reset your size to fling yourself
This is really a top-notch game! The artwork, music and sound effects are fantastic. I love how the face of the slime bounces around a bit after it transforms.
I was able to make my way to the top, but because of the curved walls and the fact that the blue slime can be in any position when he scales, there were times that things didn't quite line up precisely. Even though the wizard made it to where I wanted him to go, I felt like I was arriving at the solution by fiddling and not really solving a puzzle. Really a minor gripe.
Overall, this is an excellent 4 day project and you really nailed the theme. Well done!
Excellent visuals and sound/music! And with the simple controls and nice quick levels this would feel right at home on the GBA! I also really liked the simple way you made the slime feel goopy by wobbling its face as you moved, nice detail and good feedback for input! With these kind of escort games the danger is that the player will be sat waiting for the NPC to catch up, so not only were the short levels a good idea but being able to shove the wizard about was a great call, quite funny as well! It was also a nice lightbulb moment when I figured out that resetting the slime's scale moved it to where it's face is, and how you can use that vertically and horizontally.
In terms of mechanics the only real issue I have is that sometimes the scaling can feel inconsistent: tapping the scale button doesn't always reset (might be an issue of the timer distinguishing a tap and a hold, or maybe best to tie this function to jump?), and when you move to fill a gap the slight travel at the start can be a bit annoying if you drop the wizard, if that makes sense. I think for the sticky wall mechanic you just need a couple frames of animation and that would make visual sense too.
Terrific effort for 96 hours! I'll be waiting for the full release!
Pretty cool stuff here lol
Right off the bat, the presentation as a whole was damn cool. Great art and audio work. Loved how everything still managed to be readable.
The main mechanic and the puzzles incorporating in it were well designed and had a good amount of variety to them. Can't think of any part of the game which felt monotonous or dragged on
That said, I feel like the game really needed a tutorial or something. Took me a while to really understand how to actually play it. But even then, I'm still not sure I exactly got the hang of the scaling mechanic. Sometimes the slime would scale, other times it wouldn't really work right, and I'm not exactly sure how to launch the slime 100% of the time so to speak. I do appreciate how the slime auto-scaled vertically in some of the spike pits.
Going back to the game really needing a tutorial, I wish it was said or indicated that you could sort of slide up certain walls because ( I think it was the 3rd one, not sure now ) I was stuck in that level for quite a long time until I found out that you could.
All that said though, this was a phenomenal game all things considered. Kudos to the entire team behind this
Been a while since I played this lol
However, I think for the most part, my feedback is still the same tbh.
I'm still unsure how to actually launch myself, and sometimes the scaling wasn't really working in the direction I was trying to move in
Similiar to the corners that the slime can use to climb upwards, maybe have the same sprite on the walls that it can climb up as well ?
I do like that the wizard is more easily readable from the environment now though. Also love that squishing it gives a sound effect
Y'all probably already know this, but if you're making this into a bigger game, then a tutorial is sorely needed. Really, that's my main complaint, because I'm still not exactly sure how to play the game right lol. Apart from that, it seems like y'all already know what you could do
Beautiful artwork and music! Fell in love from the moment my team and I saw your screenshots in the discord, and the game didn't disappoint. Love the idea of using your size and shape to act as a platform for an NPC, and the little wizard is so adorable! Even though the scaling ability and player movement felt a bit confusing at first, I still enjoyed the hell outta this!
PICOCAD LOVE ❤️ (nice pfp, I should do something like that)
Hey there, again!
We recently made an update. Could you give it another play and tell us what you think of the player controller? It has stuff like how the slime gets stuck on corners/slopes while resizing we're not sure about. But we think it's feeling really good so we're planning to design levels around that.
Any general feedback is much appreciated!
AND
I really want you to know we loved your entry
Ok, I really like the artwork and interaction with the sorcerer, and the mechanics seems promising, but i can't get to fully understand how the scale mechanics work :o i'm intrigued though, saving this for later
The art style and aesthetic look gorgeous. Amazing twist on the theme. Good job
Wow, awesome art style, color palette, and music! We loved the nostalgia this entry brought us. The game mechanic is such a great idea—we absolutely loved it!!!
Amazing little game ! took me a few sec to really understand what to do and how but once i finished the first level i was hooked ! All the little details such as squishing the player make the game so vibrant. Loved it !
Your game’s style is superb. The use of the slime as the platforms was interesting. Slingshotting yourself was also fun.
Hey, nice game! The slime character is really cute and you made very good puzzles!
Only thing for me is that it took me a while to understand the controls with some trial and error.
Good job on the game!
Great game ! Lovely music, gameplay and art, really like it :)
A very charming game with an NES graphics throwback. Music is whimsicle and fits the floaty feel of the slime. Once I discovered how big the slime can get really expands how creative puzzle solving can be in possible future installments.
That wizard needs to learn to turn around on his own, poor guy.
Love the mechanic! I had a great time playing this! Really great art style and music too! Great work! 👍
Such kind words, thank you again for playing!
We just pushed an update. Could you give it another play and tell us what you think of the player controller?
Sometimes Lemmy gets stuck on slopes when resizing and we want to know if this ruins the experience.
Any general feedback is much appreciated, too, actually!
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