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A jam submission

Slime Combine!View game page

Submitted by Crazycucumbers — 19 hours, 4 minutes before the deadline
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Slime Combine!'s itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#1193.3033.303
Theme#1243.5763.576
Overall#2233.0363.036
Fun#2462.8482.848
Game Design#2542.8792.879
Art Direction#3222.5762.576

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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Comments

Viewing comments 7 to 1 of 27 · Previous page · First page
Submitted(+1)

RATNIR HAS BEEN SLAIN! I never found out what the bomb does when it explodes though...

Developer(+1)

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! 

Submitted (1 edit) (+1)

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! 

Developer(+1)

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!

Submitted

NP!

Submitted(+1)

Good fun game.

Couple of things:

  • The music doesn't quite fit with the game I was hearing a dungeon and was playing outside =)
  • The art difference between the rat and the player(Loved the player art) was a bit unsettling

Overall good job and very fun game.

Developer

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! 

Submitted(+2)

I really suck in this game lol.

Developer

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. 

Submitted(+1)

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

Submitted(+1)

Interesting game. I kind of teleported all over the place and couldn't find the hive so I died. Not an easy game. :D

Developer

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. 

Submitted(+1)

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: 

Developer

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!

Viewing comments 7 to 1 of 27 · Previous page · First page