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A jam submission

Slip'n SlimeView game page

You are a slime. Escape the facility. Reach the door at the top.
Submitted by don-harrison, w1nner4444 — 5 hours, 4 minutes before the deadline
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Slip'n Slime's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1xr-XwColQnHI4pi43fShbUgy3PYNKVdR4U8GFEO-aF0/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes!

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
You are a slime. Escape the facility. Reach the door at the top.

Click on a surface to grapple to it. Press Space to Jump and also detach from a grapple. Bounce around and have fun.

Think of it like a Jump King meets Pinball.
Made for the Pirate Software Game Jam 16.

Please explain how your game fits the theme:
This was our first game jam! Had fun with this. Hope you enjoy it. Might be a little frustrating, didn't have time for a lot of stuff. Had two members drop out after our first meeting.

Is there anything you'd like the judges to pay particular attention to?
Loading game on itch might be slow. Sorry, first game with Godot, trying to learn how to optimize stuff still.

Hopefully the mechanics aren't too frustrating!

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Comments

Jam Judge(+1)

We apologise for the late review:


GDD

Nice to see the proper credits given to the creator of the template. The GDD is very well detailed; I could clearly see the team's vision. I would like to see some images, but I understand that with the time constraint, it has low priority.

The point of the GDD was met; it was very useful at seeing the mechanics that are still to be developed.

Gameplay

It started very floaty; there's no precision at all on the commands. The slime is extremely bouncy and hard to control. I see that combat and enemies are not properly implemented yet, just a couple of static assets.

Then I decided to treat it like a tech demo and explore. Everything fell into place. The floaty and bounciness meshed together with the grappling; I spent a lot of time just slinging me around as fast as I could, seeing how high I could bounce and if I could save a botched play. I don't know how much time I spend hurling myself from wall to wall, and the pleasant surprise when I messed up and fell, only to bounce super high and save the progress.

It was loads of fun; I think you guys are onto something there.

Art

Lovely art, even though simple for this stage. It's a blank canvas that can be painted however you wish.

Sound design

Really sweet BGM; it blended well with the feel and style of the game. The SFX were minimalistic and did a superb job. Very well synched and responsive.

Last thoughts

I will level with you guys: as it is, the game has nothing to do with the theme. The planned features could make it fit more, but at this point, I would advise the team to keep developing those core features you already had because I had a blast bouncing madly around. It was so much fun that I don't see how enemies or other things that would fit the theme will enhance the potential gem you guys created. As a pure platformer/speedrun/puzzle, this game has loads of potential.

Congratulations on your first game jam.

Developer

Thanks so much! We were starting to put the enemies together but started running out of time. I spent a few days trying to figure out what we were going to do about the level design. Once we put the core mechanic of the bouncing and grappling together I started to think that fighting enemies was difficult with those core mechanics and thought it would be more fun as a type of Getting Over It, climbing game. The level design was rushed. A lot of my time was spent trying to figure out the animation tree / animations and getting the slime look more polished. I'm glad you had fun with what we decided would be the most fun for playing the game. This was a good experience with figuring out how much time really goes into putting something together for a game jam. 

Submitted

I dind't get the mechanics at first. But cool idea! The best part for me is the music and the sounds effects, very cachy! 

Submitted

This being a first game jam it was really well executed. I have a few pieces of feedback for if you do a post jam build. First I would make the camera not hard follow the player because there is just a bit too much movement in the game for a hard follow camera. Lastly I would make the grapple line not invisible that way it is clear where your grapple anchor is. Great Job!

Developer

Hey! Thanks for the kind words :). You have some good advice! We ran out of time so couldn't finish implementing the visual for the grapple. The input about the camera is awesome, I didn't even think of that. We were trying to figure out what to do about the movement speed and how it was kind of hard to track, so that advice is great! Thanks for trying out the game!