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A strong connection to the theme - staying near the hive mind was essential. Art was inconsistent (slime main character was fine, but seeing the rat boss be a clear scaling of a smaller art asset stuck out in comparison. Grass and path tiles were nice, but shadows were not indicitive of a single light sources which is required for showing correct depth of tiles when a player can move up and down ramps in an  top down/isometric view.

Game mechanic was simple - collect slimes while staying away from enemy. However, when low on health I had to stay near the hive mind and the enemy would rarely leave me alone, leaving the only viable strategy to do loops around the hive mind hoping for some respite - but this would not help progress me toward the end goal. Some game features to mix it up were welcome, like the teleporter and bomb. However, the teleporter often left me lost, not knowing where the hive mind was.

I captured the first 5 min of play here: 

Thanks for the feedback! 

Yeah, for the hive mind, it was actually getting bigger the more slimes you collect, which is why it looked scaled up. I should’ve probably made a more clear connection to the size of the hive mind and the slimes you collect. As for the Rat, yeah, that one was just me scaling it up because I didn’t want to have to remake it from scratch, but I do agree and would have changed that if I were to go back to the game. As for shadows, it’s something I was considering putting in, especially because I put them on the rocks, but to be honest, my art skills aren’t the greatest and I wasn’t too sure I could make it look great. I agree with what you said about the cliffs/edges in the video - it doesn’t make sense that there’s shadows on all sides. I wasn’t really thinking of it in terms of where a light source would be coming from when I made it, so I’ll keep that in mind in the future! 

I do think that the rat may have been too aggressive. It’s not super clear, but you can lead him into the smaller slimes and he’ll get distracted that way. His code ended up completely breaking relatively late into the project and I didn’t have time to implement a smarter system for him. The teleporters take you to a slightly randomized location, but you’re right when you mentioned that it’s hard to know where the “base” is if you’re not directly connected, at least when you take a teleporter. 

I’ll keep these things in mind for future projects, as well as if I come back to this one!