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Melcope

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A member registered Oct 26, 2020 · View creator page →

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Thank you Pavol!

Thanks for the feedback! We'll add a lot of these features once we get time after the game jam rating session ends.

Adding the hints to the game really helped! Finally got to see both endings after being endlessly stuck on the scientist and the monk. Had a lot of fun!

Thank you!

We did tinker around with a lot of the numbers to balance it, but we'll have to be a bit more surgical once the jame ends. Thanks for playing our game! 

Thanks for the specific feedback! We got around to implementing most of the gameplay mechanics but sadly a lot of the specific UI/balancing improvements didn't make it in. If you look next to the slime jars you'll see a big empty space where the information screen was supposed to be, displaying the abilities, their mutations, and their effects on the slime type. Hopefully we have time to include a lot of the suggestions and QoL changes once the jam rating period ends.

I'm glad you liked the game and again, thanks for the constructive feedback!

Thanks for the feedback! We had way too much planned out for a 48 hour development period, and ended up rushing the game with some features not implemented. We'll be sure to include a lot of changes later!

Thanks for playing the game!

Hey Gnomebrew, while we did title our genre as a tower defense game, it's closer to a side-scrolling strategy game. The objective is to destroy the knight base at the other side of the map!

We'll fix the description to better reflect the gameplay ASAP. Thanks for the feedback!

Glad to see that you tried seeing what the different slimes did! If I may ask, were the effects of some attributes more prominently evident than others? 

We planned a small part of the UI to show the currently equipped attributes of the slime as well as its effects, but didn't have the time to implement them. Hopefully none of the abilities were too confusing in what they seemed to do!

Been spending the past 30 minutes trying to find those endings. Unfortunately, currently stuck at fire and totem. The game itself reminds me of older games like Doodle God. Had fun! Hopefully will continue to have fun as I try to find those endings.

The defensive options in the game are far cheaper than any of the offensive options(can cancel out a 100 cost bomb with a 20 cost shield), if the game is played by two players of equal skill then they're basically stuck in a stalemate forever!

Other than that the concept was really nice, fastest time I could get so far was 1:11.

Good to see slimes taking over this game jam. Seeing what the different fruits did was pretty interesting. Camera seemed a bit laggy but otherwise had fun!

The moving platforms felt a bit slow but only in the beginning when you didn't have any aerial movement options. Once you got the double jump and air-dash you could breeze through areas without worrying about the platforms too much. 

Overall there weren't any other hazards than radioactive sludge that you had to avoid; I guess if enemies or traps were present then the platform speed might've been more problematic. Worked for me though and had a lot of fun timing my jumps and abilities!

Other than that on level design, some of the areas had vertical platforms that I guess were meant for you to come back to once you got the climbing ability, but I kinda ended up aiming for the little sliver of ground they had on the top because at the time I had no idea a climbing ability existed.

Once again, this was probably one of my best experiences on the game jam! Great job!

Amazing level design, story and atmosphere! Had me hooked trying to find all of Doc's notes through the game! Moving around with your new-found powers was fun, and the starting frames for the run reminded me of the original Prince of Persia.

Only critique I had is I guess I expected an ending cutscene? Probably because the rest of the game was so darn good!

We tried tweaking a few numbers to balance it out, but most of what we did ended up giving the slimes a big advantage from the get-go. Turns out we'd have to apply changes to knight generation throughout the course of the match to even the tide a bit, but at that point the deadline was fast approaching :(

Glad you liked the game and the art!

Didn't quite know what my HP or the enemie's HP was, but mashing worked in the end. The body-swapping was a fun mechanic, trying to find out what species did what was very fun!

11 mutations was the furthest I could go as the game got exponentially harder. Loved the colors in the game and the revolver-toaster-thing's lines with different mutations!

Watching the flowers grow did make it feel like the character was a budding goddess. I didn't know where to head in the dark, maybe some indicators would've been nice? Good job on the game!

Thanks! We do need some more time with balancing the game, hopefully we can add more features and stages when we have the time!

The dark screen made it hard to see the distorted enemies that well, hurt my eyes after several playthroughs.  Had fun tho, rushing in to deal more damage when you got shotgun or backing off when getting burst kept things interesting in a limited playing field!

Fun puzzles and cute art! Enjoyed the game!

Had a lot of fun in the levels, and especially so in the ending screen!

Seems like the strategy to get a long-running population is to diversify your gnomes as much as possible, similar to real-life! At times the game was frustrating when I had to spam the mutations in order to get that ONE mutation that would save my people, but other-wise the game was pretty fun!

Glad you liked it, ernani! We'll try our best to finish it after the rating period.

Yup, definitely needs a lot of balancing in its current state. Thanks for the review, Enchessency!

Thank you! Really appreciate the compliment, means a lot because this is the first project where a lot more work was put into the art!

Working on balancing at the final stages made us realize just how much more work needed to be put into each part of the game. We'll be sure to improve up on it so that a lot of the mutations are a lot more viable. Thanks for trying it out!

Hey Stellaramie! Thanks for enjoying the game! Hope you stick around for some future content!

Hey TJBHobbys, thanks for the follow! We're going to try and update the game and fix some bugs in the weeks to follow!

Hey, Robonaut! The bullets are all grouped into one color pool for now, but we plan to make the self-kill bullet a lot more discernible in the future, where the risk taken would be a little more of a calculated guess rather than a blind pick!

Thanks for enjoying our game!

Thanks for the compliment, Ferdi! We couldn't squeeze in everything we wanted to but we'll be sure to include some info about the bullets!

Wow, I didn't expect a reply :O Thank you! Glad that you had fun!

Thanks for playing our game! We've got a lot of fine-tuning to do after the game jam, and the camera is definitely one of them!

Right now all we got is audio feedback, but we'll be sure to add that as well! Thanks for playing!

T H A N K S !

Glad you found it funny, Foxrods! 

Thank you! Glad to know you had fun

Concept of different music tracks growing different types of crops was very fresh!

Controls for the game was a little wonky, where sometimes you couldn't pick up items no matter how many times you pushed space bar.

Got to about $120 after I figured it out. 

I'll go check your game out! Here's ours!

The Revolver, where you shoot demons with bullets that do different things (disclaimer: color randomization ensures colors match with a different bullet type every match)

https://itch.io/jam/mix-and-game-jam-2020/rate/821858