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Slime Matters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Mechanics | #5 | 3.923 | 3.923 |
Design | #6 | 4.308 | 4.308 |
Overall | #6 | 4.026 | 4.026 |
Interpretation of the Theme | #7 | 3.846 | 3.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was great! I really like the style, clever puzzles, and interesting mechanics that are intuitive. I only wished for a button to quickly restart a level instead of having to go into the menu. Otherwise really solid all around. With a bit of polish this would be a gem.
Saw @OgelGames recommend this, great recommendation! One of my top picks now also
Really cool game! Lovely visuals, music and interpretation of the theme. Wish I was able to restart the level without quitting full screen with ESC because I kept locking myself. Those platforms that were comprised of a gray grid were hard to see at times, they seemed like background details, so I wish they were visually clearer. There are some very clever puzzles in this game, I hope you expand it more!
Thanks for the feedback, you’ve raised some really good points. I sadly didn’t have time to test the web-version as much as I’d have liked to, so I didn’t even notice that the escape menu would kick you out of full-screen mode! As for the slime-permeable platforms I was kind of aware that they might be a bit harder to spot but I wanted to keep the color palette small, and told myself I could get away with it. In hindsight I think that my judgement of their visibility was kinda biased because since I placed them, I already knew where they are and so they stood out to me more. So next time when I have to decide between a more concise color palette and visual clarity I’ll go with the latter.
I know how that feels, same thing happened to our game, we get too used to how things work/look. I don't think keeping the color palette concise would contradict having visual clarity, if you use a different value of the same color I think it already fixes the problem without standing out too much. Grays and browns are usually very safe to use no matter the palette. In your specific case, a low saturation blue could have worked as well I believe. The colors overall were very good, but perhaps playing more with different saturation of the same color could have enhanced the visual experience. Just decided to mentions this here because I'm a full time artist so I have no idea how familiar with color theory and the like the people who also code are.
Thank you so much for this great entry into the jam! Loved the design, feel, and interpretation of the theme. One small detail I loved was the jump distance getting smaller as you got more slimey - well done and thank you again, really enjoyed playing
Thank you for hosting the jam! It was a really nice opportunity to finally learn some Godot. I was a bit worried that players wouldn’t notice the changing jump-height and thus struggle in level 6, but I am glad to hear that you noticed :D
I softlocked myself in level 2
Did you throw your slime into the water? xD You can restart the current level from the pause menu (ESC)
Awesome game, I really enjoyed playing it and beat every level! The concept is similar to my game, but implemented in a completely different way. I'm curious, do the slimes use soft body physics, or something else?
Thanks for the nice words! The slimes use harmonic springs and raycasts from the center of the slime to determine the shape. I basically have simulated springs that drive the desired radius of the slime and then I raycast from the center to that point to prevent any overlap with the environment. The source code is available on my github if you wanna have a look https://github.com/Umbrason/GodotJam-SizeMatters/blob/main/Shared/Slime/Rendering/SlimeRenderer2D.gd
Oh, that's clever.
Love the style, the mechanics, and the interpretation, nice game! Im surprised you managed to make so many levels, the puzzles get pretty hard.
Glad to hear you liked it! I was actually worried that the puzzles would be too easy, but I guess that’s normal when you already know the solution while designing them xD
happens, yeah, you work many times on the same level, you get familiar with it and keep raising the difficulty because you think its too easy, but you nailed the puzzles, they require some skill but they're pretty fun to solve, wish you the best for the jam!