Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Slime WizardView game page

Roguelite - Auto Slime Battler, Made For PirateJam July 2024
Submitted by HeadStart45 — 2 hours, 30 minutes before the deadline
Add to collection

Play game

Slime Wizard's itch.io page

Results

CriteriaRankScore*Raw Score
Playability#2584.0004.000
Artistic Style#4014.0004.000
Cleverness#7553.0003.000
Theme#12562.5002.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Cool concept. The Alchemy part is incorporated well with the slimes. The Shadow idea is not noticably present. The artistic style, while based on existing assets, is a great choice. Some better introduction to the game mechanics could help with understanding the game a bit better as well.
  • To start, the art was done very well here, I'm quite a fan of pixel art, so from the player character to the enemies and the environment, all of them were done very well here. I was also a fan of the music, very catchy, but, I would've liked to have a settings menu to adjust the volume as it was quite loud, so I didn't enjoy it as much as I would've since I had to lower my own audio settings. As for the themes, while crafting 'potions' to create entities to fight off whatever enemies spawn in is fairly creative for the alchemy part, the shadow aspect feels like there could be more presented with it. The world you created feels like the shadow aspect of the theme could be expanded upon (maybe in the narrative sense), but that's just my take. Lastly, the playability; for me, the controls presented were just fine, I'd say where I struggled most to grasp was when part of the combat. Creating the runes were just fine, but for me I'd personally rather have had WASD as the directional controls and maybe either 1-4 for the runes just based on the layout of the keyboard. I was also not too keen on how quickly the player could be defeated during combat, so unless I did something 'wrong' when I summoned those entities that were supposed to help, I'm not sure of a workaround, if even that. Overall, I found this experience to be quite interesting, and would play more for sure. So, all the same, keep up the hard work.

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes

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

Tell us about your game!
Become the Slime Wizard! Summon slimes to defeat the Shadow Alchemists!

Slime Wizard is a Pixel Art RPG Rogue-lite Auto Battler with some Deck Builder elements.

Maintain a deck of Runes that you use to summon Slimes. Each Rune has a Combat Type (Fighter, Mage, Ranger) and an Element Type (Fire, Ice, Lightening). Create combo's of runes to summon extra powerful slimes and discover the composite element (Crystal, Steel, Shadow and Ground) and combat types (Enchanter, Thief, Healer, Tank). Use these to defeat waves of slimes.

Extra Notes
We have a bug where the text sometimes disappears and we arent sure why, were unable to fix before submit. If you die the screen will go black and it should say "You Died". if you give it five seconds you will respawn in your bedroom.

We've had a lot of fun making this game and really believe in the project and have a bunch of plans to improve the game and add features like being able to see your full deck etc. We'd love the opportunity to discuss the future of our game further with you!!

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Neat little game! There was a lot going on, so it was hard to get my bearings, but I loved the art and sound design of the game, and the concept seems really neat!

Some thoughts on things I would have liked to see:

  • The music was nice but got a little repetitive pretty quickly, especially with having no variance between dying or rooms or anything.
  • I liked that there were little things to interact with here and there. It would have been nice to see a little indicator when you were next to something you could check, such as looking at your mailbox or standing next to the door. In the first room, it took me a moment to realize that I had to “interact” with the door in order to go through it.
  • In the chaos of everything going on during the fights, it would have been nice to get a little bit more of an indicator for when you take damage. Whether the screen flashing red, character flashing with iframes, or otherwise. Using the same damage popup indicator as the slimes makes the damage feel just happenstance, which can be extra dangerous when you’re taking damage and don’t even realize it until you’re dead.

I’m glad to see you guys plan to continue with this game! I look forward to seeing it progress in the future!

Submitted

An interesting approach! Combat felt a bit hectic as I didnt felt like having the time to try how the combinations work - or maybe its just me trying to get used to the many buttons to press :D

I liked the pokemon/gameboy style and the writing! With a bit more balancing and polish, this has a nice potencial. Like it :)

Submitted

I loved the art & the music.

The main game mechanic however was unclear to me & most of what I did was more random than educated/strategic moves. A better tutorial / a progressive introduction to the different spells , would have helped.

Small polish idea: make the mirrors reflect the player. Gamers love that kind of details. :)

I encountered these bugs:
- visual glitches/tearing
- entering a door & getting stuck in the doorstep (when you start the game go to the left room)
- tutorial dialogue opening and not be able to close it. Tried pressing every possible key (had to restart the game)
- no enemies spawning when getting in the tutorial room(had to restart the game)
- black empty screen when dying (but you already know that one)

Submitted(+1)

The slime wizard power fantasy is here! I love the art, the music and the gameplay loop. Just walking around and having slimes fight for you feels really good. Dieing is not really clear, suddenly the screen went black and I respawned, I thought the game broke :o  I also had the text disappear. 

But for a game this deep and polished, it's okay to have a few minor bugs/features ;) 

If there is one thing I really missed it was clarity in the combining of the slimes and what they did. I just messed around, but as a player it was hard to figure out what was actually happening and what I was spawning. The ui of 5 buttons is good, but maybe explain it a bit more in a tutorial and start the player with less options as a start.

A lot of potential in this one! 

Yeah we had a text bug issue that plagued us till the very end! Glad you enjoyed the game though. We hope to expand the game beyond the game jam scope so the slime wizard power fantasy may live on. Thank you for the feedback.

Submitted

Did I just flood the room with slime frends to ward of the evil bedsheets? Of course I did. I'm not good at making quick decisions so I held on until my "flood with cuteness"- strategy didn't get me further, but it did get me quite far.

This is a fun game. Good music, good art, easy to pick up controls. At first I thought there where just too many controls but they are quick to understand and just in case there is a reminder on the right side of the screen (thank you for that)

I do think that the shadow part of the theme is missing a bit. This could have been remedied with art or story but all in all good job on this entrie

(+1)

Yes the flood fill method is definitely the best strategy so far. We will get some balancing in a future update. We tried to incorporate the ghosts as like shades from shadow alchemists but yeah it could of been a bit stronger. Thanks for the feedback.

Submitted

Lovely game. I can tell a lot of creativity and thought went into the mechanics, they are clever and leave a lot of room for complexity. I love the pixel art (your thumbnail is amazing) and the sound effects. The aspect ratio seemed a little off on my browser at first, but it didn't affect my game play as far as I could tell. 

Anyway, a really cute and creative game, I'm glad to hear you'll be continuing the project. Great job!

(+1)

Appreciate the feedback! We want to expand the core mechanics even further so keep an eye out for a future update.

Submitted

I got the sense that I could think carefully about what I was doing, but in the end I didn't want to die so I just started mashing buttons and that seemed to work. The font was hard to read in places; maybe it was broken? 

We will try balance the game a little more in the future. Spamming is definitely the meta right now and yeah we jsut couldnt get rid of that text bug before submission. Thanks for your feedback.

Submitted(+1)

Now I could combine slimes to make stronger ones...

Or I could have an army of 20 little blobs absolutely flooding the action economy of every room.

Developer(+1)

A rogue-lite... with a meta! Balancing will be the first 6 months of development for us.

Submitted(+1)

Slimey!

Slimey, Indeed!

Submitted(+1)

The art is neat! I've been craving more games with the Magicka mechanic so this interests me. It's a bit confusing at first, I died many times without knowing why.  The slimedex always at hand could be useful. There could be a little more difference in the look of the enemies and the slimes. With a gradual tutorial and maybe a developed story? this could be good.

We will try and get the SlimeDex into the game and a more gradual tutorial. We hope to expand on the current proejct so thank you for the feedback.

Submitted(+1)

Hey, lovely game! I love the art direction and in terms of the overall feel of where the game could go, I had to think of Children of Morta. The atmosphere is very charming. It reminds me  a lot of Magicka. Obviously, here you're more of a necromancer (or slimemancer), and you let your minions do the work. I think there's potential for a great full release here! :)

Thank you! We appreciate the feedback hope fully we can build on the core mechanic further.

Submitted(+1)

Super dope, kind of reminds me of Magika spliced with like a RTS Pokémon. I had a lot of fun summoning melee and running away. 

Thank you!

Submitted(+1)

First of all the game looks fantastic especially the logo/title screen. It has a heavy Pokemon influence in the style and looks great.

I enjoyed wandering around and interacting with stuff there's a lot of character and flavour to be found.

The combat seemed pretty hectic and confusing, even with the tutorial. When I summoned most slimes they didn't really seem to do much and recalling/reshuffling didn't seem to work so I just ended up with a bunch of slimes doing no damage and enemies not dying. I tried making opposite colour slimes to see if that worked but it doesn't seem to matter what I did in room 2 I just got overwhelmed and sniped by enemies despite my best effort.

Overall a really solid foundation that I'm keen to explore more. I'm not sure if the difficulty on my part was just lack of understanding or skill or a balancing / mechanic issue but I'd love to try it again in the future.

Thanks for the feedback. We will try a more gradual tutorial and try expand on the foundation of the game. Keep your eye out for an update.