I like the animations and art style of this game. The counter attack mechanic was well done and quite responsive. Good work!
metal gemmys
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This game has a good artstyle and pretty entertaining dialogue. I think the major idea of creating hoards of slimes to do your bidding is a great idea, but in the game there were some problems with execution. Mostly, there's a lack of feedback on actions. It's hard to tell what each slime does immediately apart from colour, and it's difficult to tell which enemy is doing damage to who. Knowing when the player is getting hurt is also hard to tell. By adding different sprites for different slimes to emphasise their roles, and adding animations for each enemy and slime getting hit, along with reshaping and improving the readability of the HUD, this could be the start of a really interesting RPG / Rouge-like.
The level design and pacing of the mechanics is really well done. Each idea is simple but gets combined in new challenging ways. The art and the music is well done and fits with the style of the game nicely. Having to place ingredients in order adds a nice challenge and changes the game from simply exploring to searching for specific ingredients. Adding popups to interactable elements like ingredients, cauldrons, and NPCs would improve the gameplay experience. Tweaking the physics of the player controller like reducing the time it takes to slow to a stop could improve the game too (depending on whether you are going for a cozier or challenging game ). All in all, this is a major achievement for someone who only just started making games a few weeks ago. Very well done.