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Wow this game is amazing! I love the art and the core gameplay concept! It is so cool to be able to split into each a different slime with a different gameplay element. I am VERY impressed that you were able to put this game together in one week, it has so much polish in the little details. The slimes looked so cool separate and combined. That said, it isn't perfect so I will give you a few points of feedback:

- I don't know why it gives you the info dump about the heart slime at the start, that confused me since I hadn't even seen a heart slime yet. You should do the same thing for the sword and heart slime as you did with the shield slime, have a pop up whenever you collect it

- the skull should be able to detach from the other slimes, it felt weird that you could detach the heart from the skull and not the other way around

- Some parts of the game can get pretty tedious if you die. In the room where you get the sword, if the skull slime dies (which you probably will since it only has 1 life), then you have to kill off the heart slime, then bring them both back over a tight platforming section just to get back to where you were

- The part where you have to drop down after you get the sword slime should have some kind of indication, since up until this point pits have killed you. It was kind of out of left field to have to jump down that pit. 

- The second level is a lot less polished than the first level, with the stationary background and less details. It also felt really weird to be instantly reset back to one slime all of a sudden. I feel like for the game jam all the stuff in the second level should have just been added to the first to give the player a sense of linear progression and to keep the game more polished throughout.

also, I got stuck here, I had 2 hearts but the block wouldnt move:


Overall, even with its flaws, this game was amazing! Truly impressive that you were able to make this in a week!

Thanks for exhausting review, I really appreciate it! The info dump is fault of adding tutorials at the very end, literally minutes before the deadline so they're incorrectly configured in the game. Levels were also rushed at the end, which is why they're not as balances and visually pleasant as we would like them to be. We will surely address all of those things in the after-jam version.

As for the section that you got stuck - you need to move the block in the opposite direction. If you look closely at the tiles below - they appear a little different to indicate where the block can be moved.

ah yeah I figured it was some sort of incorrect configuration thing, that's just game jams for ya!


Also wow that's really subtle, even when I knew what to look for it took me a few seconds! Might be something to look into in the post-jam version (if you make one)