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Slime-Diaries's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mental Engagement | #66 | 1.793 | 2.143 |
Characterization | #68 | 1.673 | 2.000 |
Emotional Engagement | #76 | 1.315 | 1.571 |
Overall | #78 | 1.578 | 1.886 |
Atmosphere | #85 | 1.793 | 2.143 |
Lasting Impression | #90 | 1.315 | 1.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Not bad! The controls are a little awkward, my hands kept moving around my keyboard haha. But I like the game overall. The animations of the slimes are really cute. Making the second enemies one-hit-kill gave no room for getting past them, though. So I wasn't able to get any further in the game.
Thank you for playing the game!
I hope you had a fun slime experience!
I will keep improving to make a better experience for my games!
yes, the hoomans are veryy scarryyy ( TuT )
you need to just go straight ahead and watch other slimes get hunted uwu
if you click the enemies/objects you will see their stats and Hoomans are called P2W noobs XD
once again, Thanks for playing the game!
I'm very impressed by the RPG mechanics and story! Also, the slimes and their animations are adorable, adding to my wanting to save the slimes. The particle effects, animations, and music were well done.
However, the controls were a bit confusing and all over the place. Mouse to click buttons for menu navigation, but keyboard for everything else? You easily could've had a "press enter/x to proceed" since that was a key the player was already using. Or if you did want to go the mouse route for buttons why not also use the mouse to move the camera?
Also, a few upgrade buttons didn't work (Life, Strength, Vitality, and one more on that column that I can't remember the name of) as well as the pause button. This made the final battle and most of the other battles nearly impossible because I'd get 3 shot by the final boss, and would nearly die after most encounters from the lack of health. This led to me just running through everything while collecting crystals to complete it.
The text box that came over the screen was quite distracting, maybe move it to only the top/sides of the screen so the action isn't covered up by text.
Adding walls to the environment would've helped with the cave/lab atmosphere.
These small issues are easily fixable so overall well done! :)
It's about time slimes got some love. My feeling here is that some parts of the game show a great deal more polish than others. The menu, for example, felt really polished and professional. But the actual gameplay did not--the controls were nonintuitive and hard to use (arrow keys to move, yet attack keys are still next to WASD; difficult to hit Enter repeatedly while your hand is on the arrow keys; difficult to aim anywhere but the four cardinal directions), and the interface was unhelpful (stat bars are unlabeled; difficult to tell where you're aimed; enemies have a bunch of different stats but no explanation of what they mean; yellow bar over the character seems to never change?).
It's a good concept for a game, but I think it would benefit a lot from a few more rounds of prototyping post-jam.
THANK YOU VERY MUCH !!!! \( T m T )/
this was my one-year anniversary game since I started game development.. so I challenged myself to do three Jams at once with different themes merged into one....
I was devastated when they totally bashed me with the controls and bugs LMAO
reading your comment has made my day!
I will continue improving my skills to make the greatest game I can Imagine!!
Thank You Very Much!!!
have a great day,
ayugu
WHAT TYPE OF SLIME DID YOU GET?
is it a HUG or a SMASH?
share a screenshot in the comments below!
I got a sad slime :c
oh nooo.... that slime have a bug that won't let you increase it's dexterity :( pressing I Dont Know in the options will automatically give you sad slime :(