Ive played the game and managed to unlock the green part of the map. But i guess it ends there since nothing happens afterwards. I understand there's a lot of bugs in the game and this is your first solo game jam. Not to mention that you did almost all of the artwork too. That's pretty amazing.
One feedback i have for the game, you might wanna add some indicator or a counter so the player would know how many slimes left for them to kill.
As a solo dev myself, my advice would be try to scale down the scope of your game so you have the time to complete and test it. You already have a wonderful art skill, combine it with a small game you will get a very satisfying outcome. Hope to see more of your solo dev work in the future. All the best and keep it up!
Viewing post in Bulbie's Kingdom Quest jam comments
First of all, thank you for playing the game and for taking the time to write me such a constructive comment despite the bugs. I would like to thank you for the many tips you gave me which will be useful later on.
You're right: this jam proved to me that I wanted to do things "too big" when all you have to do is focus on smaller things to do better :)
It's true that the indicator would have been a good idea, I had thought about it but forgot :(
I will follow your advice, your experience will help me become better!
Good end of the game jam and thank you again !
Yeah we all have been there once. Having a big idea and half way through reality hit us.
One last thing I would like to share is how i usually gauge the total duration it will take to get a game up from an idea.
I would first leave the last day of submission to be the polishing, double checking any remaining bugs and prepping the build/admin stuffs for the submission. On this day i should not be adding new stuffs anymore. That's one day less from the total duration of the jam.
Then on the first day itself is for brainstorming, locking the game mechanics and making a prototype to get the gist of the game. If it ends up being meh i can still change it within that day itself.
Next, i would roughly gauge how long it will take to get the assets up.
Then the remaining days would be code and playtest. Don't forget to add some rest in between too which is actually really important which most devs tend to ignore. If the total days add up is beyond the game jam duration i guess u know where to scope to down from there. If im in the middle of the jam i would just drop one or two mechanics/features. Else i would generate a new idea that can fit into a small game.
Alright thanks for reading.