Thank you so much for your support!! We're working to make sure the final game lives up to your expectations :D
WaveParadigm
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Thanks so much!! If you haven't gotten the chance, you should check out our 2hr long prologue on Steam! Slime 64: Slimes of the World
Thanks for your feedback! I completely agree re: collectibles, and would absolutely love to polish this up more into a "complete" release!
And honestly, completely agree with regards to ranking in relation to other jam entries. I'm totally flattered that folks rated it so highly, but when I joined the jam (a week before the deadline lol), I didn't realize it had prizes - I'd probably have just submitted to the demo disk if I had realized. For transparency the stuff I did for this jam specifically was to make the game 4:3 and extra crunchy, all of the level design, and tweaks to existing powers (the double jump, dash, and rock forms are all from the full game this is a spinoff from). On the one hand, impressive turnaround for a week, but on the other, still not really a fair comparison to folks building stuff from scratch for the jam.
To deal with this I'm reaching out to the event coordinator to ask if I can decline a prize, so that the lovely entries placed #3 and #4 can receive prizes instead.
No matter what I try, DuckStation is forcing my controller to run in Digital Mode, rendering the game unplayable. If I try to force Analog Mode in the Controller settings, it tells me the Game Settings disallow that, and that the controller will boot into digital mode.
What I can see looks neat though!
Hi Tara! Thank you for reaching out! You're actually the second German player who has reached out about this. What was strange was that Steam was telling me I had already filled out everything I needed, but upon re-submitting all the necessary forms, it seems to have stuck! Could you do me a favor and check again?
Thanks so much, and happy new year!
Really impressive and longer-than-expected prototype! I'm a fellow 3D platformer developer and so I've got a lot of feedback for you, but broadly just know this is really impressive and I had a lot of fun!
In no particular order...
- I never felt that the roll was necessary in any circumstance - it just felt like a more restrictive version of the attack dash, and it never felt like it'd be better to have iframes than to just put out a hitbox.
- The slide dash on RT killed me more often than it helped me
- The camera, unfortunately, is pretty rough. This is a combination of the actual way the camera is configured, combined with the level design. The level design expects you to go through a tiny hole that the camera cannot fit through, right onto a precarious ledge. What happens is that the camera aggressively pans forward, magnifying even the tiniest horizontal discrepancy, and ultimately makes me walk off the ledge if I'm not *extremely* careful. Additionally, many small or thin objects have camera collision when it'd be better to simply let the camera phase through them. Cameras are a super tough problem for this sort of game, so best of luck!
- It was so easy to break out of bounds with the character's movement that it was sometimes hard to understand the intended path. I had to pretend I was playing as a character with far more limited movement to be able to stay in the normal play area, or I'd end up out of bounds or criss-crossing different areas without even intending to. While degrees of freedom while moving are good, I think the world just needs to be better scaled to the movement of the protagonist, with a better distinction between play-area and boundary.
- I had no idea what to do after the boss fight. The environment had changed so drastically I found myself all turned around and didn't understand if I had hit the end of the demo, or had simply gotten stuck.
There's a lot to like here - wishing you all the best in the future!
Heya! Yeah, you're absolutely right. this was a 48hr game jam project where around 9 hours before the deadline we didn't...have combat, so it definitely didn't reach our target experience 😅
while the odds of us updating this are extremely low as everyone involved is hard at work on other projects, we really do appreciate the candid feedback
I'm afraid I'm not sure, as I don't own a Mac. This game is also available for Mac through Steam - maybe give us a shot over there? Sorry for the inconvenience!
https://slime64.com
I feel like introducing the second photographer later on would have helped ease us into the experience, in addition to reducing the number of spooky objects at once. All in all the gameplay felt a bit confusing but the visual presentation is top notch. I especially love the picture being taken and shown to you at the end.
title screen song 10/10
some notes:
- I get that this is supposed to be a rage platformer with hard controls, but the way in which the horse would gain like, rotational momentum never clicked with me. I thought it was hard enough to control even without suddenly going into a tailspin for what feels like making a minor adjustment while in midair.
- PLEASE include an option to invert camera X and Y input. They're backwards from what I'm used to and it lead to me not touching the camera the entire game, which was a handicap.
- The fact that you get stuck under the bouncepads if you don't jump ahead of time, and then if you do jump you get borderline softlocked bouncing straight up and down with no lateral velocity, made me sad
very cute concept, unfortunately due to it being a rage game I made it to level 7 and got fatigued lol