It does take a bit to get to the full 2000. Thanks for playing through and beating the game.
CosmicCrosswayStudios
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I really, really like the concept. Combining monster hunting with the cooking works really well. The art is also really nice.
The gameplay itself definitely needs some work. In particular attacking in the direction that the mouse is pointing instead of the last direction that you moved in would make the combat much smoother, along with perhaps putting the attack onto the left mouse button instead of space. Then you could move the pick up item to space, which would then allow you to both pick up items and attack without having to take your fingers off of WASD, which would make that part of the game much smoother.
Well done with the idea, though.
Absolutely beautiful art style. One of the best so far in that category.
The gameplay is decent, though the jump is far more floaty that what I'd prefer. Many times floaty jumping is fixed by using different gravity values for the jumping and falling parts of the jump. I think yours would benefit from increasing the gravity during falling. Coyote timing for the jumping would also help a lot. It was also odd having roll on the right mouse button and the spell on F. If the spell was on the left mouse button then fighting the enemies would have felt smoother. All in all, though, tighten up some of these mechanics and you have a very worthwhile start.
I left some additional comments on the game jam rating page. I can copy/paste those here:
There are some interesting mechanics here. I like the idea of a camera allowing you to see things that you otherwise couldn't see (by my count, the camera shows the pumpkin with green light at the beginning, it shows the spell circle in the middle of the park, and it also allows you to see through walls in the park). It would be nice if the camera were a little more integrated into the gameplay. The ability to see through walls to see enemies has some use, but is limited in use during the fight segment. (If I were to guess, I imagine that you planned to have the camera be more integrated, but had to cut scope to hit the deadline, and that's completely understandable.)
Some interesting ideas that come to mind of directions that you could go with this (if you chose to) might be to have the camera reveal some enemies that couldn't be seen otherwise (ghosts, for example), and perhaps have the camera flash be something that would either stun enemies or temporarily reveal them or some such instead of the low powered gun that it currently is.
To beat the game, I found that I needed to grab the gun and then run away before then taking aim at the enemies. It might be good to have the first enemy spawns positioned a bit further away from the gun pickup so that players can see what's coming and have some time to react instead of being immediately ambushed.
All in all though, it's a fun little game with some some nice looking aesthetics. Well done.
Fun little Halloween story with some nice retro aesthetics.
The lighting definitely makes it difficult to find some things, especially in the pitch black back yard finding the dog is difficult. NOTE for any others playing, you can find the dog by going into the backyard (through either sliding glass door in the kitchen or the door in the garage), then go right until you find the fence, then follow the fence left around the yard until you find the dog house, with the dog sitting in front.
There are some interesting mechanics here. I like the idea of a camera allowing you to see things that you otherwise couldn't see (by my count, the camera shows the pumpkin with green light at the beginning, it shows the spell circle in the middle of the park, and it also allows you to see through walls in the park). It would be nice if the camera were a little more integrated into the gameplay. The ability to see through walls to see enemies has some use, but is limited in use during the fight segment. (If I were to guess, I imagine that you planned to have the camera be more integrated, but had to cut scope to hit the deadline, and that's completely understandable.)
Some interesting ideas that come to mind of directions that you could go with this (if you chose to) might be to have the camera reveal some enemies that couldn't be seen otherwise (ghosts, for example), and perhaps have the camera flash be something that would either stun enemies or temporarily reveal them or some such instead of the low powered gun that it currently is.
To beat the game, I found that I needed to grab the gun and then run away before then taking aim at the enemies. It might be good to have the first enemy spawns positioned a bit further away from the gun pickup so that players can see what's coming and have some time to react instead of being immediately ambushed.
All in all though, it's a fun little game with some some nice looking aesthetics. Well done.
In the game Slime Land, you're stranded on an island where slimes are constantly attacking. Survive as long as you can and take down slimes to increase your score.
This is a fairly short and simple game. It's entirely free to play and can be played in the browser. Designed to be played with keyboard and mouse. You can see the trailer for it below, as well as a few screenshots:
For years now I've worked on various hobby game projects in my spare time outside of work and family responsibilities, but I've never finished any of them due to big ideas and feature creep and simply that I have limited spare time. So this year I wanted to change that. I set a goal to publish a game by year's end, forcing myself to keep the project small scale and not allow feature creep to run rampant. Slime Land is the game that this produced. Ultimately, it's small and it's simple, but it's mine and it's published, and I'm super happy about that.
Hopefully it can give a few of you out there at least a handful of minutes of fun, if not something more. If you enjoy it, feel free to share with me your high score from it. At the time of writing, my current best score is 128. Have fun and enjoy.
And Happy New Year and best of luck with any projects or goals that you've set out for the new year.