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A jam submission

Slime it?View game page

Barely a proof of concept, but will continue to be worked on
Submitted by Squid2603 — 4 hours, 42 minutes before the deadline
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Play SlimeIt?

Slime it?'s itch.io page

Results

CriteriaRankScore*Raw Score
Cleverness#8762.0002.000
Theme#9352.0002.000
Playability#9432.0002.000
Artistic Style#9572.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This game is very barebones and I couldn't really get an idea of objective

Did you include your Game Design Document in your downloadable files?
Yes

Tell us about your game!
I tried to make it clear what I was going for with the full game, even though this can barely count as a proof of concept.

Story will be added later, but will be something along the lines of:
A lone slime survived the onslaught from all the heroes and vows to take its revenge. In a deckbuilder roguelike way (in the style of slay the spire) it wil go from node to node to conquer settlements. Choosing to either raze them for meta-progression points, or slime them. Sliming them will require offering up cards and thus thinning the deck and will give benefits after several more combats.

The story in a roguelike generally takes a backseat to gameplay and this will be no different, I intend to have plenty of dialogue however, both with slimes that take over the nodes you've slimed, as well as with enemies. This dialogue will be funny, self-referential and very meta. Think enemies calling you out for having unlocked new cards, having different artifacts,.... Once again though this would take a lot of learning first to figure out how to integrate the meta unlocks in the run.

The main gameplay mechanics revolve around spreading your slime, or not. Hence the question mark in the name, Do you slime up conquered nodes? Or do you keep your deck at full power? Do you build a deck with a lot of disposable cards but risk drawing blanks? Or do you choose to make every card count for maximum strength? And if you choose to slime, do you choose a temporary buff? An artifact?

Controls are meant to be simple WASD movement in the overworld since it is possible to skip all nodes and just rush the boss of each level, so WASD seemed most appropriate to allow free movement. In battles I intend to make it mouse controlled, with the option to use WASD to cycle between cards and a select button. This could later be used to allow gamepad controls too, but i'll need some serious learning before i can do that.

Sadly there is no proper art or music yet. Since I knew I wouldn't have much time (and it ended up being even less), I decided to go at it alone, The art style is about what I had in mind, just more polished, and as yo ucan tell, there is no sound at all. I decided to drop art and sound for later development and tried to focus on learning how to make it work as best I can.

Did you remember to include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Extra Notes
I started with no knowledge of coding of any kind, and I may have put my focus on some wrong elements, but I learned that coding is as fun as I'd hoped it would be. I will continue working on this so be as honest and ruthless as needed in reviewing it, I could use the feedback.

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Comments

Submitted

Good Work!

Submitted

I LOOOVE slay the spire! I definitely want to try out this game.