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czarivar

13
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A member registered Sep 10, 2021 · View creator page →

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(2 edits)

**HEADS UP** There is a bug with the dialogue system that allows you to continue toggling the world state needed to continue the game after the intro dialog that occurs in the back room. If you finish the dialog and no portals show up inside the store, try entering the dialog trigger again and pressing the action button again, this should toggle the world state change, but you won't see any dialog box. You should be able to see the portals toggle on and off through the door as you do this.


Thanks!

Agree on the sounds, I just ran out of time at the end and ended up having to prioritize squashing some input bugs.

Great game, my favorite of the jam so far, played non-stop til I was able to beat it.

I am the best egg chef in Antarctica.

Pretty fun, played through the whole thing with only one death. Echoing what basically everyone else said I think the delay between turns should be ditched. Really solid game. Great music too.

Fun and very polished, art looks nice and cohesive. Excellent use of the theme.

Great game. I got stuck in the barrel room the first time I played, but went back to try again and finally figured it out. I'm not sure what the magic mode does or I couldn't get it to work. The final boss battle was intense! Overall nice bite-sized game, agree with other commenter that it's very fleshed out, feels like an actual game.

Thanks!

Really fun game and very polished. The only issue I really had was the cops are brutal.

Thanks for the feedback! I've got a big update with a bunch of fixes on the way after the jam it's entered into is over.

(1 edit)

The absorption mechanic is really cool, I also thought the spear move felt really satisfying. The death upgrade thing is a neat idea, but I think it needs more work to integrate with the absorption mechanic because on my first play through I focused on dodging the attacks, took almost no damage and only really unlocked the first upgrade right before the end. 

It seems like the best strategy for speedrunning is to just take as much damage as possible until you unlock infinite ammo, then just rain destruction down from a safe place. 

My suggestion is to either limit the jumping so you can't get above the enemies (because they can only aim at the ground) or make the enemies more dangerous and have them aim at the slime wherever he is rather than just on the ground. I also think it might be cool to replace the infinite jump with a double jump, but make the slime stick to walls somehow (he is a slime after all).

Well put together game with a fun clever mechanic and the control scheme works well. I like the music, but it's a bit repetitive after playing for a while. It would also be cool if you could see the trajectory of the multi-axes before you throw them, right now the double axes are little confusing during hectic gameplay moments.