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It's about time slimes got some love. My feeling here is that some parts of the game show a great deal more polish than others. The menu, for example, felt really polished and professional. But the actual gameplay did not--the controls were nonintuitive and hard to use (arrow keys to move, yet attack keys are still next to WASD; difficult to hit Enter repeatedly while your hand is on the arrow keys; difficult to aim anywhere but the four cardinal directions), and the interface was unhelpful (stat bars are unlabeled; difficult to tell where you're aimed; enemies have a bunch of different stats but no explanation of what they mean; yellow bar over the character seems to never change?).

It's a good concept for a game, but I think it would benefit a lot from a few more rounds of prototyping post-jam.

THANK YOU VERY MUCH !!!!  \( T m T )/

this was my one-year anniversary game since I started game development.. so I challenged myself to do three Jams at once with different themes merged into one....

I was devastated when they totally bashed me with the controls and bugs LMAO

reading your comment has made my day! 

I will continue improving my skills to make the greatest game I can Imagine!!

Thank You Very Much!!!

have a great day,

ayugu