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(+1)

Well execution of a simple mechanic, the music and sound are very fitting. The visuals are okay, I'm just a bit confused by the mix of top down and side view - your character is top down, the shooting clearly is from a top down perspective, but the slimes and the gate are drawn from a side perspective. To be fair, rendering the slimes sideways adds a lot of flair, and not rendering the character from top down seems to be odd in this setting, too, so I'm out of suggestions in this matter.

The first times I played the game, it happened quite quickly that it ended so suddenly without me being able to tell why. I was sure I hadn't missed any evil slimes or killed too many friendlies. It was quite frustrating and took me some time to figure out that touching any slime makes you lose health. I must have missed that when reading the description, but a simple feedback in-game could easily prevent this confusion. Say a hurt sound and/or a brief red overlay.

I had the feeling that the waves where varying heavily in length or slime count, and I mean not just increasing. Could it be that moving around causes more slimes to spawn? Didn't really investigate this.

Thanks for the feedback and detailed review.  I can't say I gave that much thought to the side-on/topdown viewing angles, but I suppose it is a bit unusual now you mention it xD I'm very new to drawing my own sprites

I should definitely have mentioned on the menu that slimes hitting you causes life loss, I got stuck for time and put a hint of that kind in the description but yeah it wasn't clear.  With more time, a small knockback and colour effect would be something I'd definitely go for.

The spawn rate of the slimes was fixed and increased slightly each wave - however *where* the slimes were spawning was random and I wonder if what happened there was that I gave too wide a range for them to spawn in and so if too many spawn far away by chance one round, it appears as if the spawn rate is lower.  I probably just need to keep track of roughly where they're spawning and make sure not too many get bunched up or too far out.