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Slime Combine!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #119 | 3.303 | 3.303 |
Theme | #124 | 3.576 | 3.576 |
Overall | #223 | 3.036 | 3.036 |
Fun | #246 | 2.848 | 2.848 |
Game Design | #254 | 2.879 | 2.879 |
Art Direction | #322 | 2.576 | 2.576 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Grats on submitting!!
i liked it. just wish i knew the bomb was an end all option lol
Yeah, I didn't make that super clear, wanted it to be more of a surprise although I didn't have as much time to do any form of foreshadowing as I would have liked. I'm glad you liked it, and thanks for playing!
I had a fun time playing this and I appreciate that there are multiple ways to go about winning! Also the portals were veeery nice to get some distance from the rat.
To build upon this I'd say add different type of slimes to combine that grant you various abilities like maybe you can deal poison damage when colliding with the rat or something like that!
Thanks! I think it probably would have been beneficial if I had made the teleporters go to set locations, and give you a better idea of where you are in relation to the slime hive mind, but I'm glad you enjoyed it nonetheless! And yeah, I wanted to integrate multiple "endings", even if they were simple, because I think it's always fun to have more than one way to solve a problem.
That's a pretty interesting idea, I wouldn't have thought of that!
Thanks for the input!
I liked the idea of combining slimes to grow stronger, and I really liked the idea of being near a start point to heal. I do wish the tuning was more in the players favor - enemies attack very often and do a pretty significant amount of damage. The healing is slower than the enemy attacking, so once an enemy is on you, it feels almost impossible to escape. Even if you get back to the healing station, you are taking more damage than you can heal. That's how it seemed in my playthroughs, maybe I missed something.
I really enjoyed the choice of music and art. I think the music kept an actiony rhythm and vibe, and the art had a cute, lighthearted vibe.
I think you could benefit from camera shakes, hit stop, and particle effects. I don't know if you're engine already has a particle system. If it does, adding some particles will make a big difference. I am not sure how camera shake would be coded in your engine, but this is how I do it in unity: https://imgur.com/a/rWEMD0U
As for hit stop, this is how I do it in unity
Please don't take my suggestions as me not liking the game. I liked the game in many aspects, I just think it could be even more fun and easier to pickup for players.
Thanks for the feedback!
Yeah, the healing is definitely too slow. I was planning on making it so that the more slimes you gather, the more healing you get from the slime hive mind, but I didn't get around to it unfortunately. You didn't miss anything at all. Getting more slimes increased your max health and healed you for that amount, but it still wasn't enough to counteract the amount of damage you were likely to be taking.
I'm glad you liked the music and art!
I was a bit worried about camera shake being too much for how frequently a player is both dealing and taking damage. I could probably implement a critical hit system and have the screenshake happen when one of those pops. As for particles, there's not a built in particle system to my knowledge, but getting a simple one made isn't too big of a deal. I agree, it would make it look much cooler. As for hit stop, I don't know, there's not really a whole lot of animation involved in the attacks so there wouldn't be a great place to put it, unless I put in different kinds of attacks, which I'm not necessarily opposed to as an idea.
Don't worry, I didn't take it that way! Constructive feedback is always good. I did want the game to be difficult, but I think if I implemented levels or something, with some smaller rats to deal with until Ratnir was the final boss, it would be better for getting a player into the flow of the game, and help them feel more prepared for the challenge.
It was kinda hard but i liked it,Nice game!
A little hard but fun :) I like the mice/rats
Fun game, I didn't know that you can sacrifice yourself (What a twist). Anyway, keep up the good work!
Huge plus for giving me the option between fullscreen and windowed! Well thought out level design, I loved the range/speed upgrade mechanic by collecting slimes. Going out of my way to get them felt rewarding. Very intense moments while I was not connected to the hive and slowed down. Super cool entry to the jam, one of my favorites.
I had to make the sacrifice I saw no other way! Minor complaint: maybe defeating or stunning the boss with the hive connecting line would give players more sense of control. Other than that I had a blast.
Ooo, that’s an awesome idea - having the actual line interact with the boss - I’ll definitely need to consider that if I develop the game any further!
I’m glad you enjoyed it, thanks for the feedback!
Kinda hard, but cute
Pretty cool. Basically the key to winning is to collect the slimes closest to the hive first to maintain you fast speed when you're farther away from it. I wasn't exactly sure how the distract mechanic worked cause sometimes Ratnir would just stop chasing me when I moved next to some slimes and instead of going towards those slimes he would go someplace random, but other than that nice game. I was able to collect all 20 slimes, though I think you could also collect like 14-15 and have enough strength to win which makes it not too hard and also not too easy. The detonation option was a neat touch too. Well done!
Nice work :)
You had my guard down with that cute slime and then blindsided me with a brutal challenge!
I couldn't beat the rat guy fair and square so I just kited him around waiting for the bomb to explode.
Good job! it was really fun!
Loved the rat, that man just chased me all over to my dreams!
Another slime lover! I see haha
I think I'm gonna need a few more tries to beat this one x)
Good job!
RATNIR HAS BEEN SLAIN! I never found out what the bomb does when it explodes though...
Good job! Thanks for playing! Yeah, it can be a little tough to find a way to either not kill Ratnir or survive long enough to see the timer hit 0, but I'm glad you were at least able to beat the game!
Well, It's a nice idea! I consider this to be a prototype! You can even go full 3d and find amazing characters online! Also, the rat gets stuck, so maybe you should use some pathfinding!
I suggest you to implement this in unity with some 3d characters (top-down view maybe?). It has inbuilt pathfinding stuff!
Yeah, I actually drastically changed the gameplay with a few days left on the jam, so it could stand to be more polished for sure! I didn't implement any pathfinding because I didn't have time, but it's something I'd definitely do if I were to do further development on the game.
I would need quite a bit of time in Unity before I felt comfortable trying to make this in it - I'm pretty much a complete novice with it. That said, it would be easier to make the game 3D if I wanted to, as well as implement pathfinding. I'll consider it! Thanks for playing!
NP!
Good fun game.
Couple of things:
Overall good job and very fun game.
Thanks for the input! I don’t disagree, the music doesn’t quite match the environment, but honestly my brain was fried when it came time to make the music and I just couldn’t get the creative flow going, so I kinda pushed what I could put.
And yeah, the rat’s art was scaled up which is why it looks so janky compared to the player. I should’ve put the time into making a bigger sprite, I’ll keep that in mind for the future or if I make any updates to the game!
I really suck in this game lol.
I think I made it a bit too difficult to be honest, so it’s less that you suck and more that it’s rather punishing, haha.
could use some refining however the intensity is really fun and the nice progression of getting further away from the hive the more slimes you eat, overall it is a lot of fun and I definitely hope you add to it. i would like to see the slime get bigger the more he collects though I think that would be really cool
Interesting game. I kind of teleported all over the place and couldn't find the hive so I died. Not an easy game. :D
Thanks! I was struggling with figuring out balancing to be honest. I didn’t have anyone play test it, so I was going off the cuff with how I wanted things to work. I think that some system of seeing where you are in relation to the hive mind would make the teleporters less of a double edged sword.
A strong connection to the theme - staying near the hive mind was essential. Art was inconsistent (slime main character was fine, but seeing the rat boss be a clear scaling of a smaller art asset stuck out in comparison. Grass and path tiles were nice, but shadows were not indicitive of a single light sources which is required for showing correct depth of tiles when a player can move up and down ramps in an top down/isometric view.
Game mechanic was simple - collect slimes while staying away from enemy. However, when low on health I had to stay near the hive mind and the enemy would rarely leave me alone, leaving the only viable strategy to do loops around the hive mind hoping for some respite - but this would not help progress me toward the end goal. Some game features to mix it up were welcome, like the teleporter and bomb. However, the teleporter often left me lost, not knowing where the hive mind was.
I captured the first 5 min of play here:
Thanks for the feedback!
Yeah, for the hive mind, it was actually getting bigger the more slimes you collect, which is why it looked scaled up. I should’ve probably made a more clear connection to the size of the hive mind and the slimes you collect. As for the Rat, yeah, that one was just me scaling it up because I didn’t want to have to remake it from scratch, but I do agree and would have changed that if I were to go back to the game. As for shadows, it’s something I was considering putting in, especially because I put them on the rocks, but to be honest, my art skills aren’t the greatest and I wasn’t too sure I could make it look great. I agree with what you said about the cliffs/edges in the video - it doesn’t make sense that there’s shadows on all sides. I wasn’t really thinking of it in terms of where a light source would be coming from when I made it, so I’ll keep that in mind in the future!
I do think that the rat may have been too aggressive. It’s not super clear, but you can lead him into the smaller slimes and he’ll get distracted that way. His code ended up completely breaking relatively late into the project and I didn’t have time to implement a smarter system for him. The teleporters take you to a slightly randomized location, but you’re right when you mentioned that it’s hard to know where the “base” is if you’re not directly connected, at least when you take a teleporter.
I’ll keep these things in mind for future projects, as well as if I come back to this one!