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Soul Slime's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #155 | 3.700 | 3.700 |
| Gameplay | #352 | 3.450 | 3.450 |
| Theme | #409 | 3.550 | 3.550 |
| Enjoyment | #467 | 3.500 | 3.500 |
| Overall | #515 | 3.333 | 3.333 |
| Audio | #893 | 2.850 | 2.850 |
| Visuals | #1121 | 2.950 | 2.950 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Wield your soul as a weapon, but at the cost of leaving yourself completely defenseless
What code and assets did you not make from scratch during the jam (if any)?
- Font
○ https://joebrogers.itch.io/bitpotion/download/eyJpZCI6MjEyMTMwLCJleHBpcmVzIjoxNzU2NTAzOTg2fQ%3d%3d.q9fLxtQVuW7aI47fYuTC%2f77jgoI%3d
- MOBs
○ https://brackeysgames.itch.io/brackeys-platformer-bundle
- Assets:
https://elvgames.itch.io/rogue-adventure-caverns
How many people worked on the game?1
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Comments
I think this is my favorite game from this jam I've played so far. A simple concept well executed. Awesome work!
Thank you! I’m using game jams to learn how to code but the ultimate goal is to make something others enjoy, so I’m glad you liked it 🙂
The soul mechanic is really fun, it encourages the player to really aim their shots and rewards playing well. Unfortunately I stumbled across this bug where I would kill all enemies in a room ahd the doors wouldn't open, making it impossible to continue. Other than that, gread idea and great job!
Thanks! I found this issue late yesterday and I believe it is due to locking the doors based on enemy spawn room location not enemy current room location (since they can wander). I will update accordingly, thanks for the heads up
It was fun to figure out the movement and the dash and how I could use that to defeat the enemies. I liked the idea of only having 1 shot and it would be a pain if I missed. Made it so that I have to line up my shots better.
Love the soul mechanic! It was funny panicking over my soul when I missed. I would have liked to been given a bit more direction, although great game overall.
Thanks! Agreed. I definitely could have made the tutorial section explain the game better
The tutorial was done pretty well actually, I was more referring to once starting the game. I feel a bit like I'm in a museum and visiting everything, instead of having a clear/ defined path. Still a good game though, lots of potential to have with the mechanic ;)
Ohhh gotchya, i see! My idea was a maze that sprouts from the center. Where you need to explore to find the key and final boss. Maybe if the rooms were not so square (and bare) it would probably feel more like exploration than mindless wandering. Or maybe I could’ve added a compass upgrade that leads you towards the key/boss room.
Ahh that makes sense. Those would be great ideas.
I like the idea, cool game! Do you happen to have a link or guide to how you achieved the effect of the staff following the mouse cursor around the character? Very crisp and smooth animations, nice work
Thanks! Added a StaffSprite as a Sprite2D and the following code. I might be missing something but this should be the majority of the code.
@onready var staff_sprite: Sprite2D = $StaffSprite
var aim_direction := Vector2.RIGHT
func _physics_process(delta: float) -> void:
var mouse_pos = get_global_mouse_position()
aim_direction = (mouse_pos - global_position).normalized()
func _process(delta: float) -> void:
var body_center_offset = Vector2(0, -8) # center of player body
var line_length = 20
var cut_off = 12 #i started with a red line at first, not sure if cut_off and line_length ended up being used for the final code
# Position the wand along the aim direction
var wand_offset = body_center_offset + aim_direction * line_length
staff_sprite.global_position = global_position + wand_offset
# Rotate the wand aroudn the player to face the aim direction
staff_sprite.global_rotation = aim_direction.angle() + deg_to_rad(45) # I rotated the rotation by 45deg to match the true direction
Awesome, I did not expect the whole code block, thanks! Keen to play around with this
Honestly really creative mechanic that fits the theme perfectly.
Great idea for a theme. It's fun to play because there are different types of monsters, power-ups, and interesting shooting mechanics
very nice core mechanic, good game, feel adding like the soul can explode or have like a pulse when it hits so can be used to manage groups would make this game next level and other abilities. but i like the small rooms like a zoomed out dungeon
Great idea for another powerup!
We really enjoyed the risk of collecting the soul when you miss an attack, makes you be more careful when shooting at the same time as avoiding the enemy attacks! Very clever idea!
Nice Game.
I find a small bug, in the first level the player is in the lover part of the screen and not in the center, but in the second this is correct
Thanks for the heads up! I got this and a couple other bugs fixed
Fits the theme well- I like the notion of one weapon and having to go fetch it. Reminds me a little bit of Titan Souls, where you have one arrow (but you can also press the attack button to summon the arrow back.
I think there are a lot of opportunities for polish, but the main mechanic and risk factor are super clear. And my reaction when finishing the first level to the second LOL. I would be curious to see where you would have gone with this given more development time, i.e. how to incentivize continuing through each level fully.
Nice!
I love the mechanic where you have to collect the projectile very interesting
Fits the theme nicely! I really like the idea of needing to collect your weapon if you miss.
I loved the artwork and the weapon mechanics! But the gameplay felt quite stiff, if it included some transitions or animations I'd rate it a 5/5!
Very interesting concept, using your soul as weapon. it added a special layer to combat and it was really fun.
good job!