Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

team slime

28
Posts
30
Followers
14
Following
A member registered Jul 05, 2017 · View creator page →

Creator of

Recent community posts

Ariel, thank you so much for your feedback on the controls!

The build submitted didn't have the controls fully explained, so control info is split between the itch page and the in-game menu; not ideal, and definitely something we'll get corrected once the rating period is over!

The way shooting should work is holding the "B" button (assigned to keyboard letter "C") and then tapping the "A" button (assigned to the keyboard letter "X") rapidly. There's a small bar above the "( X ) Shoot" text that indicates how much time you have to shoot before the enemy in front of you gets to make a move. When you run out of shots (there's a 'shots remaining'/'total shots number' display in the bottom right) you hold the "B" button (again, "C" on the keyboard) and then press Up to reload. Reloading doesn't happen automatically since it's a player action that also gives an enemy the chance to move/attack.

If that explanation doesn't help, please feel free to let us know and we can check into bugs with the gun firing! Thanks again for your feedback, we love hearing the positives and negatives! Also, Dance Zombie Dance is really cute, wishing you well!! :D

You're so kind! We spent a lot of time figuring out how we could make a coherent 3D space using 2D methods to keep it feeling as authentically GameBoy as we could! Also, glad to hear you appreciate the different color palettes! It's one of those little extras we love including when we can. Best of luck to you and The Possession! :D

Taito, thank you so much for your kind words! Have a wonderful day!!

Thank you for trying out space threnody, and for all of your feedback! Sorry to hear it froze up before you could reach the end; we'll investigate and see if we can fix it once the rating period is over. Have a good day!!

Hey, hang in there, high school's rough! There'll be plenty of GB jams to enjoy when you have a little more free time!!! :D
Love the pixel art and the little screaming skull-like icon on the page btw.

I really hate to hear that, the description made me excited to try it out... It might be worthwhile to mention what went wrong on the game's page, and maybe upload a gameplay video or GIFs to the itch page, so people can judge those? I know it's not the same as uploading the game proper, but I think you should get recognition for the work you put in.  I understand not wanting to though.😓

A simple, cute, fun platformer with a basic and easy to understand attack... hard to go wrong! My only feedback, it seemed like the pumpkins liked to get under my feet when I was jumping down from platforms. Might be good to make enemies stompable, in a sorta Mario way. That's my only suggestion, though! Can't wait to see what you all come out with next. :D

I adore this! Love to see another ambitious first person perspective gbjam project hehe. :P 

The getting caught screen is so cute, but also the way running from the monster relies on your ability to navigate the corridors you've come from... 

I know you've mentioned wanting to add a map and I think that'd totally be helpful for a casual run through, but the way the current iteration of the game requires awareness of your surroundings and memorization of escape routes should you get unlucky turning the next corner invokes a sort of primal adrenaline rush I really enjoyed.

Keep up the good work, and can't wait to see what you might make next year!

We got in a call together to stream this game being played, and the consensus is that it's delightful. The decision to make the ghost bob around like it's skating on ice might be divisive but I think the artistic vision there is so solid. The 'imagine this room, we ran out of time' text gag was wonderful, the broom closet having its own music track is really funny, and the art scattered throughout is so charming (the kitty cat statue with paws that look like angel wings, the painting in the art gallery that's like weirdly violent to the point it's silly). The end screen with Dracula being burnt up from the sunlight is also even a little bit haunting! All in all, so solid!

Really fun side scrolling hack and slash game! I love the wooded environment, the detail on the background feels really gorgeous without detracting from the action.

Maybe it's the scale of the sprites, but Soundless Woods feels so expansive for a GB game. I wasn't expecting to have so much space to traverse outside, plus interior areas to navigate! The one thing I might tweak is the grim reaper's behavior; the pacing feels a bit slow having to stand around waiting for it to move in the manner necessary to progress.

I would love to see how this game might evolve outside of a jam setting!

I really enjoyed Tummy Bonbons, an action survivors-like where you're a monster collecting candy, scaring kids, and attacking witches... fun and cute!

It's also a bit difficult, missing scare dashes into kids can really quickly end your run, but I think the risk versus reward there adds a good amount of tension and effectively deters spamming that ability in a manner more satisfying than a cool down.

My only real feedback is about the circle surrounding the playing field; I think that could be a cool darkening effect to put beneath the layer the upgrades are being drawn on to direct the player's focus on the upgrades, but I think it obscures the playing field a little bit too much during gameplay.

I look forward to seeing what you come up with next! 

(Also, when's the Tummy Bonbon Makeship plush dropping? :P)

Lumina is ridiculously cute! I love the parallax scrolling on the backgrounds, the eerie music that goes super hard, and the simple concept of an auto runner wherein the adorable vampire girl main character is trying to outrun the light. 

As for constructive feedback, a lot of old school platforming games I think players would expect simple collision, but there were a handful of instances where I found the character had gotten stuck from jumping in a manner where it rubbed against the side of an object, especially the crosses. I also missed having sound effects, I saw a sound credit so I'm wondering if perhaps there are sound effects that glitched out?

That said though, I think the second stage, the hospital, looks so striking with its contrast between GB black and green and the bright reds, plus the music on that stage is magnificent!

I saw you had a second page for this game, so just wanted to copy over my comment in case you all post the game here later. As I said there, I look forward to seeing what you all come up with next!

Lumina is ridiculously cute! I love the parallax scrolling on the backgrounds, the eerie music that goes super hard, and the simple concept of an auto runner wherein the adorable vampire girl main character is trying to outrun the light. 

As for constructive feedback, a lot of old school platforming games I think players would expect simple collision, but there were a handful of instances where I found the character had gotten stuck from jumping in a manner where it rubbed against the side of an object, especially the crosses. I also missed having sound effects, I saw a sound credit so I'm wondering if perhaps there are sound effects that glitched out?

That said though, I think the second stage, the hospital, looks so striking with its contrast between GB black and green and the bright reds, plus the music on that stage is magnificent!

I look forward to seeing what you all come up with next!

Thanks for the response! I tried with 7-Zip instead and that worked just fine; it's buried in the right click menu on Windows 11 so I forgot it was an option. 😅 I appreciate you checking on the issue!

This was such a treat, I love the graphics, audio, and overall idea.

A couple pieces of feedback, because otherwise I think it was great:

Flying around the map feels a bit aimless when you've destroyed almost everything in sight. Even though the non-destructible landmarks remain, the playing field starts to feel empty and it makes you wonder if you'll ever find another chip. I would consider adding a map accessed via the start or select button, or at least you might show the player a map before the game starts so they have a rough idea of where they're at when they start and the directions they need to go in.

Also, I noticed on the game page that you talk about needing to survive attacks from enemy pirate ships, but they weren't very difficult to defeat by just holding down the shoot button. I would suggest making enemies have a little more health so they take longer to defeat, as well as finding a way to prevent the player from just holding down the 'shoot' button forever, like maybe an overheating system.

Really solid jam entry!

Very interesting concept, and I adore the music and SFX, even if they're not quite in line with GB limitations. I would love to play a refined version (with slightly easier jumps, maybe? :P) after the jam, if your team is interested in refining it!

This is a super cute concept for a space-themed game! I agree with the other comments here on the sound design -- when I first pressed 'K' I thought the game was trying to tell me not to do that, haha -- but I definitely prefer a simple music loop to having no sound at all!

I think it would be cool if the game was on a grid so the player was always perfectly aligned with the elements in the room; I had a handful of instances where there was one dirty appliance left but I wasn't lined up with it just right to get the message indicating it was dirty.

Very much a worthwhile first GBJam submission; I look forward to seeing what you do next!

This is absolutely adorable, and serves as an incredibly endearing demo version of what this game could be with more dev time. I love that you created a brief but still complete-able level showing off your gameplay mechanics since you didn't have time to design a full platformer. Excited to see future updates to this game, and/or next year's entry!

An interesting test of skill, and I like the pixel art quite a bit!

One note, I think maybe saying 'get ready' before the countdown starts and then 'go' when it ends could help indicate to the player that they're about to partake in a speed trial.

For some reason, trying to extract from the zip archive throws up an 'unspecified error' in Windows for most of the files. After extracting, the only files that survived were floppy.png, floppy0.png, and txt.png.

I tried re-downloading the archive again and it keeps giving the same errors.

I also couldn't seem to figure out how to leave the first room, despite picking up what I presume was the key to the door. I would love to see a post-jam update that provides a little guidance for players who might not be sure how to progress!

Also agreed, the music is great, really nice work, and the aesthetic from what I could see in-game and the screenshots is pretty clean in a way I enjoy.

we totally agree with these critiques! we were tweaking that upgrade tree right up until release, and even then, didn't quite nail it down. thank you very much anyway! we're glad you had fun with it ^_^

very funny premise for a game

oh this is adorable, love the framing device

really cute! the slow, staggered text is such a cute touch. 

pretty cute and a fun premise. i've never been to portugal but i'd like to imagine the lasers are fairly true to life.