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(1 edit) (+1)

Whoah, pretty damn cool idea. Almost gave up so many times but struggled on all the way through...


The WebGL version worked just fine for me. The only graphical issue I notices was this z-ordering in the settings menu.


So it was kinda confusing at first while getting accustomed to different mechanics. A smoother difficulty curve in the beginning would have helped a lot. The difficulty curve overall was all over the place. Easily the hardest levels were around the middle. Or at least it felt like that and I suddenly learned how to play around there.

Never got used to the throwing controls really. It didn't feel natural to me that it was like slingshot style reversed. And you even had to start the dragging from where you were going to want to end up at too to get enough distance. Just didn't feel right. It was also very hard to control how big slimes you'd shoot resulting in quite often needing to take multiple shots while. Felt like a waste of time. I also feel like the switch button should have been right mouse button instead and the lock one could have been E. Made those instant death climbing section way harder than they needed to be. Same goes for fighting enemies.

And speaking of enemies, I think the game would have been better off without them completely. Especially those red ones that shot back at you with no warning or anything were just miserable. The bullet time helped quite a bit while flighting them but it wasn't very reliable and sometimes if you were in a bad angle, the enemies just kept shooting the smaller slimes you were trying to throw at em mid air.

Quite a few times I managed to somehow grow up bigger than I started with getting myself stuck and having to throw pieces off just to continue. Didn't feel fun. 🥲


Anyways, pretty damn nice! Ironing out the few kinks and smoothing out the difficulty curve would make it fantastic. Very nice job, top notch! 👍

(+2)

Thanks for all the feedback! And great to hear you beat the whole thing. I think you're right, a smoother difficulty curve may have been better. I think what happened was that it used to ramp up consistently to the end, but near the end of the jam we nerfed the last levels a good bit more than the middle ones. The last levels are still harder, but after beating the middle levels and improving your skill, I could see how you could have an easier time with them. About the enemies, interesting to hear they were frustrating to you. To me it was fun to dodge their bullets and shoot at them, but maybe that's just preference. To avoid the slimes you shoot getting shot, I usually wait a second and shoot one between the enemy's shots, or jump to change the angle, but I can see how fighting them could feel unfair, especially while in the process of learning all the other mechanics.

And about the controls issues, maybe would've been helpful to add some more settings, like reverse shooting controls and stuff. Maybe if we had more time.

Also, we ran out of time to fix that bug where the slime grows huge randomly. Sorry about that lol.

Thanks again for taking the time to write this. Always helpful as a developer to learn how people will react to everything.