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A jam submission

Slime Corp.View game page

Unleash the Power of the Abyss!
Submitted by WaitingGames, polypunch — 9 hours, 27 minutes before the deadline
Rated by 8 people so far
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Slime Corp.'s itch.io page

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Which Theme(s)/Horror Genre(s) did you use for your game?
Eldritch

What challenge(s) did you decide to add, if any?
Happy Birthday! I hope you like my gift.

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Comments

Host(+2)

A really sold little game that I quite enjoyed. Well done, and I hope you're able to go back and add in the stuff you weren't able to because of the jam! I don't really have any notes, as everything was pretty solid and fun to work with.

Developer(+1)

Thanks so much for playing! And for hosting, had a blast making something for this and have really enjoyed seeing you play through other people's games. Well done to everyone that got something submitted!

Submitted(+2)

I think rather than a terminal with a large wall of text for the instructions, it would have been better to have a message show up when the player would get near the necessary equipment. 

Second, the numpad for the fuel is interesting, but having the player pull on a level with the mouse is cumbersome. I didn't even recognize that the lever was even there on the first playthrough because it has the same texture as the table. Speaking of the numpad, the controls for this game are just clunky in general. Movement works well enough, 
but I found I had to keep hopping my right hand from the mouse to the keyboard repeatedly when trying to perform my tasks.  Since we're already using wasd for movement, I don't see why that same control couldn't have been used for the shooting minigame. 

I played it twice. The first time I messed up and wasn't sure what I was doing even with instruction. The second playthrough I fed the entity, I shot the pink blocks, I kept the barrels cleared. The only thing I didn't do was the cleanup sectors because it never gave me any feedback that there was anything wrong with it, with both giant over head displays seemingly saying everything was A-ok. Me losing again determined that was a lie. 

As for the story, I couldn't really get far enough to tell you what the story was.  Managed to glean that we're some random Joe shmoe working for eldritch beings to keep them happy (?), but that's about it.

Lastly are the nitpicks, which are: test file flashes on screen when starting up, no sound options and the game is loud, when playing in windowed mode and adjusting it, the white text up in the corner blocked some of the text from the computer monitor.

This could be something, but in its current state with what I could do, I'm just not seeing it.

Developer(+1)

Hey, thanks for playing and for the detailed feedback, really appreciate it!

I was wanting everything to feel "analogue", hence the clacky keys and physically pulling levers/twisting valves with the mouse, but appreciate that it makes things a little unwieldy. That's partly intentional, but it's not designed to get in the way of progression, so I'll definitely take that on board.

The reason everything uses the numpad is down to inheritance, it meant I could set up a base machine class that all machines derive from, and it allowed me to create lots of usable machines that have the same basic "numpad and mouse" controls in a short space of time. That's why the shooting minigame also uses the same controls, though you're right that it's not the most intuitive method.

My guess as to why it failed you is because you didn't clock back out, which is something other players have said they didn't realise they needed to do. Definitely should've included a prompt that said you'd collected enough slime for the day and could clock back out, that's on me!

Thanks again for the honest feedback.

Submitted (1 edit) (+1)

I'm sorry, I couldn't figure this one out. I got a canister of fuel but couldn't figure out what to do with it.

Also, requiring the num pad isn't a great idea as some people don't have an easily-accessible num pad (if they have one at all).

Developer

Hey, no worries, thanks for playing! Once you've collected a new barrel you interact with the Slime Collection Station again (with the valve attached) and it'll place the barrel. Then you spin the valve shut and it'll start collecting again.

Thanks for the feedback about the numpad, you're right I hadn't considered laptops and things, it just mapped nicely with the analogue-style machines we were building, but will make sure I add secondary options for the numbers across the top in future projects

Submitted(+2)

Actually very good game, shame not all the assets could be completed but I played through and killed the slime creature

Developer

Thanks so much for playing all the way through! Yeah could've used another month to get everything finished haha. Might go back and finish it up at some point in future

Submitted(+2)

Very fun and original mechanics! I understand that day one is slow and calm, but I feel that it lacked a little more difficulty for the following days. I also forgot that I had to end the turn, causing me to die by mistake a couple of times. I really liked the controls and the news and emails are certainly fun and made me laugh several times.
I had a small recurring bug, occasionally when I left the machines the mouse would change and be visible. It also happened to me once after dying but the other way around, the mouse remained hidden and I had to close the game to exit.
But I really had a lot of fun with this one.

Developer

Thanks so much for playing, and for the great feedback! You're not the only one who has forgotten to clock out, really should've prioritised creating a prompt when the quota had been reached. Lesson learned.

Sorry about the cursor bug, I did have issues occasionally where it would refuse to "enter" a machine but never had that cursor bug you're talking about. Perhaps they're linked, will look into it and see if I can solve it for peace of mind, thanks for mentioning it!

Submitted(+2)

I think the walls of text at the terminal can be intimidating when just starting the game, but after I got the hang  of the controls the little chores I had to do became pretty engaging. I lost on the first day a couple times without knowing why until I remembered that I was required to clock out, so I think some pop up text reminding you to clock out once you get the slime requirement on the first day could be an improvement. Ramping up the complexity of the tasks required to progress with each day was done super well. I was expecting some more from the ending though, I was a bit disappointed when I didn't get the big scare I was hoping for from completing the game. Great job overall though, very engaging gameplay loop and tense environment that benefitted a lot from the music and sound effects.

Developer(+1)

Thanks for playing and for the really useful feedback!

Great idea on the clock-out reminder, hadn't thought to tie it in to meeting the slime collection quota.

Yeah we ran out of time re: endings. We were overscoped as it was and just wanted to make it playable through to the end. Appreciate you playing all the way through!

Submitted(+2)

Very interesting, was a bit "scared" at first with all the text but it wasn't as much as it seemed haha. 
Tried it first on my laptop but couldn't do anything as it doesn't have a numpad :(
But I found a keyboard and played it! Really liked the game, felt very balanced and the gameplay was fun, and I liked the control scheme! Would love to see a more fleshed out version of this! :)
Good job!

Developer

Thanks for playing! Yeah I did worry there was too much text, didn't want anyone confused about how to play it, but I've maybe made it seem more complicated than it is haha.

Submitted(+2)

I can't get to second day yet))  But giant beholder is awesome as well as a story. 

Developer

Thanks for playing!