The tiny little nucleus floating in the blob is so cute. 🙂 The core concept - that your hit points and ammo are all parts of your slime - is a great idea. The large sprites, slow movement speed, and lack of dynamic environments made this feel more like an endurance contest than a bullet-hell dodge game. (And since the dodge move costs slime to use, it’s not really worth using — just tank the damage.) This game calls out to feel more slippery. The visuals and sound are ideal for the aesthetic. 💙 Thank you for sharing this with us!
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Slime Head's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #18 | 3.842 | 3.842 |
Overall | #58 | 3.474 | 3.474 |
Audio | #62 | 3.263 | 3.263 |
Visual | #65 | 3.579 | 3.579 |
Fun | #81 | 3.158 | 3.158 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
I made everything during the jam, except for the sound/music and some sprites for the UI.
Comments
It seemed fun, and the art was nice, but opponents weren't spawning, is there a problem on my side?
The biggest thing I'd say is hit boxes seem a little weird for the perspective the game is in. also maybe some indicator of where the enemies spawn would be nice. Otherwise though, super creative idea, I definitely appreciated the heals after a lot of the rooms. nice job
Wow, super fun game! The concept of having to pick up the pieces of your character to replenish health and ammo is really unique and thematically ties the game together. I love the procedural aspects of the game, with the random level layouts and power ups, though I would love to see more variety in the room types. As others have pointed out, the rooms themselves were a little cramped, and it was hard to dodge bullets or move around the obstacles. But I think the uniqueness and charm really makes up for it. Great work!
Ey, pretty fun one! Always love games that encourage risky play and this one surely does it with the "racing-for-your-snoot" idea. Visuals are also pretty charming, I love the aesthetics, and I can also always appreciate little stories on jam games.
My main complaint is with the hitboxes tho, as other people already pointed out. I realized every single hitbox is a full rectangle the perfect size of the sprites, wich made movement around obstacles pretty hard, and dodging bullets properly witouth dashing is borderline impossible. Remember that hitboxes have to always be smaller than their sprites, and for a Bullet hell you should take that to the extreme, even the bullets that are already pretty small should have even tinier hitboxes. Also since this is a top-down game with side-view visuals another trick is to make the hitboxes of every character and scenery obstacle to only cover them from the bottom half and below, this way you can achieve some sense of 3D depth too.
Thank you very much for playing the game! I appreciate the feedback a lot, the truth is that it's the first bullet hell and I didn't give enough time to the collisions, something that I've realized is very important in this kind of games. Next time I know what I have to focus on, thank you very much for your advice!
Very fun game! I love the sprites and the intro, and you made a really smart use of the theme. I wish dashing didn’t cost slime out of battle, I just want to go fastttt (>_<) Nice work ^^
Confused at first about how the slime mechanics worked, but once it made sense, it was fun.
Nice job
Good game, ui is cool, boss is challenging, I liked the intro too.
I got multiple upgrades and defeated the boss as soon as it appeared with an [E] attack, which was satisfying.
The implementation of the theme is really cool, I like the slime being sorta ejected from the body of your character. I like the look of the enemies too and the game is very fun to play.
Good job.
I liked the style of the intro and generally the spritework! Nice concept, picking up your own slime felt oddly satisfying!
I had a bit of trouble with the big collision on the player character both with movement and avoiding projectiles. I also initially got confused by the arrow, thinking it was telling me to go to a specific direction, before I figured out it's basically my crosshair... but I think that might just be because I'm tired from working on my own entry :D
I like the concept, love the different sprites for the slime. I also got confused by the doors, and I thought the hitbox on the character was too big plus there are so many bullets that it was kind of impossible to avoid. Cool intro.
The art style is really nice, the game looks really good. It took me a bit to realize the doors were doors in the first room so I wasn’t sure what to do for a bit. Also the collisions should probably reduced to only around the feet because it was hard to navigate around the waste barrels in some rooms.
I can tell a lot of work went into that intro and I thought the slime mechanic was pretty cool - especially the way it looks as you use up your slime.
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