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SlimeBound's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1809 | 3.491 | 3.491 |
Enjoyment | #2609 | 2.982 | 2.982 |
Overall | #3392 | 2.915 | 2.915 |
Style | #5282 | 2.273 | 2.273 |
Ranked from 55 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?
"SlimeBound" is a puzzle game where you play as a slime who can create smaller variants of it by sacrificing itself. After the original slime dies, your soul transfers into the next biggest slime and hence it continues. Manage your scale, distract, and avoid enemies by deploying smaller variants and reaching your final goal. Welcome to SlimeBound.
Development Time
96 hours
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Comments
Fun little game. The first few screens that show you what everything does was a great idea. Most people just skip the instructions haha. (myself included). I was able to beat the game, but I had the most trouble with the gun turrets. All of the other enemies were not too big of a challenge, but those gun turrets were relentless. Overall, good base for a fun game.
Yes, the shooter's firing rate was a bit too much. I tweaked that after the jam ended and it already feels better. I will upload a better version in the future. Hope you will find it more enjoyable to play then. Thank you so much for playing my game.
Super fun little mechanic of splitting and very creative use of the theme. I saw someone else comment this, but the pixel art need a tad bit of work (and make sure to switch it to point (no filter)) but honestly, it's a game jam and it took nothing away from the game <3
Thanks for your valuable feedback. Appreciate it. Thanks for playing the game.
Very cool mechanic being able to split into multiple parts and using the other slimes as a distraction/cover to get past obstacles. I think you could make more use of the switching to another slime at death mechanic, like using your main slime to distract an enemy and then switching to a safe slime to escape. The tutorial is cool but can be skipped over without reading by just going through the exit doors (especially the one showing the shooter and scale modifier, as you start right next to the door), so maybe making it so the player has to get past one of each enemy type in each tutorial room before they can reach the door is a good idea? The fire rate of shooters is too high in my opinion and can be a bit too punishing in some areas. I think the concept is pretty cool and could definitely be expanded upon, nice work!
Yeah I totally agree on each and every point that you mentioned. I have noted those suggestions down in my to-do sheet. Thanks for playing my game and for the suggestions.
Very cool concept! As others have said it needs a little work on the presentation, nevertheless it was great fun, nice job! :)
Thanks for playing my game. I could not really focus on the art and presentation this time as I worked alone. I will work on this game later on and may take help from someone who is good at art.
Nice work, the distraction slimes were a neat idea!
One thing you may want to consider if you continue it is to go to the import settings of your sprites (just click on the sprite assets) and change their filter mode to point to keep the pixels unblurred
That was a great suggestion. Thanks a lot. Will definitely do it.
Cool concept. I like combination of cloning and stealth gameplay.
The game tutorializes every enemy which is good. Currently they explain what the enemy does but the player is meant to exit the level after reading the description. You can make the tutorial levels such that they show the mentioned enemy and the player has to understand and deal with the enemy to go to the next level. Doing this can make the tutorial levels more engaging.
The levels can be quite difficult but it was enjoyable to find a path though. Overall a fun entry!
Thanks! Thanks for all the suggestions. I will keep those in mind while working on this later on.
Very nice game, a mottme short, some simple easy levels wouldve been nice so that the amount of enemies could go up over time. Also missed sf and music other then that you are on to something!
Thank you for playing the game. Yes, I have plans to tweak the difficulty level of the game. Along with that I have to focus more on the art, juice, and music of the game more.
Interesting mechanics, great start to a puzzler. I think gameplay wise it feels a little inconsistent to rely on, but sneaking just past a wizard or turret feels satisfying. The pixel art came out a little blurry, I suggest turning off texture filtering in the image import settings, should sharpen it right up! Really cool, love the potential. Great Job!
Thank you so much for playing the game. I have noted down the suggestions you gave and I will surely keep those In my mind while working on it further. And yes, the art is not good at all, I have to work on it as well.
Very fun mechanics. I suggest improving the art and movements.
Yeah I have plans to improve the art of the game. Thanks for playing.
This game was a really cool concept! It felt satisfying to duplicate the slimes to be used as a distraction or to phase myself through barriers. My main comment would be that it would be nice to have some indication on the red blaster radii so that I know how close I can get without getting hurt. I'd love to see what more you could do with this idea!
I really like this suggestion. Thanks. I will definitely add that.
Nice concept! The game mechanics were neat and I had fun splitting myself into a billion clones lol. I look forward to a more complete version as I think it's a promising game if given some polish :)
Thanks! It means a lot. I will definitely work on this game further.
Very cool concept. I enjoyed it. It was fun to create a lot of slimes and then slip away while the enemies were distracted with them.
The guns are a bit unforgiving and took several tries to slip past. I think if there was a button to gather your slimes around you, that would help. When they dashed at the gun they didn't give me good cover and when I would try to run ahead I wouldn't have any cover with them being behind me. It felt a bit luck based to have my slimes in the right places at the right time to pass the multiple guns. That said, it was not a major issue, I was able to complete it. Good work.
A great observation indeed. I also felt that the guns were a bit unforgiving. The bullet rate has to be tweaked or as you said, I need to have a button so that I can instruct my other slimes to engage with the enemy that is currently attacking my controlling slime. Thanks for the suggestions. Appreciate it.
Gameplay video: https://vimeo.com/1002199206?share=copy
Great concept! The art is the weakest part of the game and the thing is I don't think you need to be a good artist to make a good looking game, you can use basic shapes and matching colors
Here is a tutorial on this.
Another thing is the tutorial, you really shouldn't have walls of text in your games unless it's some sort of rocket science kinda game, write the bare minimum the player needs to know to play the game, the player can figure out a lot of things on their own. (You can still write the full guide on the itch page just to be sure no one gets stuck)
Hope this helps :D
Thanks. The suggestions are great. I will keep those in mind next time. Thanks for playing my game.
Good game!
Thank you so much.
I liked the ideas behind the enemies, and I think they could be really interesting with a bit more refinement. I found there was a bug where I wasn't always able to go through the yellow walls if I was attempting to go through horizontally, so that made some of the levels a bit trickier. Overall I think the biggest piece of feedback I have is on the shooter sprite, because when I first saw it I thought it shot from the other side and I was confused why it wasn't working, so a bit more of a distinction on which side it shoots from would be great. Overall it seems like a neat idea and I'm curious what the full game will be.
Hey, thank you so much for all the feedback and bug report. I really appreciate it. I cut down the scope; otherwise, I had planned a complete story for this. I have received some beneficial suggestions from the comments section so far. Introducing those might solve the issues the game is currently having. Thanks again for playing.
Great game ! The concept is cool and so is the gameplay, however there could be some improvements for the art, but overall good job :)
Thank you. That means a lot. Yes, I have to work on my artwork or perhaps collaborate with an artist next time.
Somebody washed the textures with soap, but it's a good concept.
hahaha, I am not good at asset creation. But yes, I don't like the look of my game as well. Good to know that you liked the concept :)
The game was really creative I truly have enjoyed
Thank you so much. This kind of appreciation makes me more motivated to further work on the project :)
This is awesome! I love the splitting mechanic very creative take on the theme. Also I notice that your game is mostly pixel art but the texture scaling is set so that it interpolates, in the future you can set the texture scaling to be Nearest Neighbor and you will get crispier textures that better match the original pixel art. But great job on the game!
Thanks for playing my game. I've got your feedback and totally agree with them. I will definitely work on those next time.