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Conjellied's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #468 | 3.945 | 3.945 |
Overall | #603 | 3.644 | 3.644 |
Fun | #768 | 3.438 | 3.438 |
Originality | #1064 | 3.548 | 3.548 |
Ranked from 73 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
A cabal of slimes, separated in a strange laboratory, must join together both metaphorically and literally to overcome its challenges!
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Dig the game, the sound and art is really dope. Impressive for 48 hours!
Really cute concept and fits the jam theme well! I love the slime friends, music is really atmospheric as well.
It was fun. Good job! It was just a bit confusing to navigate the map and find where to go next.
Hey, this is great! I'm intentionally searching out all the metroidvanias in the GMTK jam and this one is surprisingly lengthy and even has a boss. I think the high jump mechanic should have a little more feedback to let you know it's activated (like in Mario 2, you start blinking when you've charged it enough). There was one corridor when I had four slimes and there were three spike boys and I kept dying to them; I eventually managed to cheese it by getting close enough to the slime in the wall to get him to come to me so I could warp back to the start without having to figure out how to pass that legit. I'm still not sure exactly how to defeat those enemies -- are they just jump on the head types?, because the spikey heads made me hesitant to do that.
Also, confused about the ending, I got over the east mountain and then fell into the void. Seemed a bit avant-garde to me, but I guess these slimes would rather fall until integer overflow than be stuck in a cave.
Anyway, great game. Like I said, love these metroidvanias, and this one has a lot of content and neat upgrades, which are all benefitted from the number of slimes you've joined together -- more slimes means more weight to get to more areas, more slimes means more ammo for throwing, and more slimes means a higher max charge jump.
Thanks for the detailed review! I honestly didn't expect anyone to get past the last mountain. I never tested it, I assumed the wall was high enough. Guess not! Thanks for getting to the end though! I realized the cheese a bit through development, and thought not communicating it would be enough to stave it off - not quite I guess :D. The spikey enemies were jump on the head types, samkee and I realized all too late that the spikes communicated the wrong idea. Something to know for next time! I also agree on the high jump mechanic, just one of those things you never think about while developing, it'd have taken me five minutes! Thanks again for the play though!
Cool metroidvania with a pretty well thought out world. Good music and cute art as well! Unfortunately as I clicked for the final textbox telling me I needed all my friends with me, my click shot one of my friends through the ceiling so I couldn't finish 😂
Well done! 👍
Oh no! As you might've noticed, collision was a struggle throughout the game. It's too bad disaster struck at the worst time! Thanks for playing though! I think that means you got through the boss, which is further than I expected most to get!
solid fun, and really good level design! a few hiccups - like I didn't know the red floor would kill me, or that red blobs were friendly - but overall, great fun! the dialogue prompts were a great way to contextually introduce the mechanics throughout the game. the SFX were great as well - something about the enemy jumped on sound was super satisfying
I didn't even think the slimes might be unclear - perhaps red was the wrong color for the other friendly slimes... Thanks! Thanks for the feedback on the sfx!
I'm really impressed with this game. It is a fun and simple concept that works well. The artwork and atmosphere are suburb! It didn't take me long to figure out how to play, but I do have nit pick criticisms about some of the visual communication. For instance, I didn't realize I could kill that spiky enemy by jumping on it, as spikes usually indicate something I should avoid, not jump on. I also learned the hard way that red ground kills me, and there was really no way to learn that lesson other than dyeing by it. Other than that, great! I like the little touch of showing how many slimes you have absorbed by showing more sets of eyes, great stuff! Really fits the theme well. :)
Very fair criticism, I had a text box hinting to the way to kill enemies after the first spider, but I didn't communicate it very well. Probably should've had a big "HIT ME" spot on the top of each enemy. As far as the red ground, also fair. I kind of intended learning through failure, and red's a danger color, but some more communication would be good. Thank you!
I like it, good job!
Very well done, Super neat entry to the jam! ~Please check out mine when you have time.
Very well done
The two control multiple character trope was used a lot, but I like how you used it in totally different way. Joining the jellys to make a bigger one is very interesting. The challenges are well put and I liked how there are tips on what to do. (thanks for the volume changer ingame too).
I just found it frustrating some parts because of the collider - maily the ones of buttons I had already pressed. But despite that I had fun, great game
I am just realizing now I could've just not had a collider for the pressed buttons. Very very silly me! Thanks for the feedback!
Been playing this for a while - so I can say it's a bit addicting and very interesting.
Nice SFX, animations and design, looks really nice.
What a great idea and execution! I was surprised by how long I ended up playing this game. Very smartly designed.
Very well done, fellow slime game developer :)
I hated those enemies that shoot lasers through the wall. Also big jump charge time may be faster.
The character is so awesome a squishy! Very cool idea and it is has juicy art :D Super neat entry to the jam! Please check out mine when you have time.
The idle animation is so subtle yet I love it
cool idea, and good execution. volume sliders are ALWAYS a great addition so I don't blow my eardrums out haha. not that they were needed as the music and sound were nice to listen to and well mixed. the map layout was interesting without feeling too massive.
I have a couple of small gripes those being: that the knockback effect after being damaged often led to me being completely stunlocked which was a little frustrating at times. the high jump also felt a little inconsistent. lastly, I did at one point manage to accidentally clip into the terrain and was unable to get out which was a little frustrating.
overall a great game that doesn't feel like it was made in 48 hours but instead over several weeks/months. Good Job!
The music is really great, loved it! The slimes could decelerate faster, I think it would make platforming better!
I like it, its fun to play and has good visuals
Fun idea, definitely a good twist on a classic metroidvania. Can be a pain to get all the slimes back to the machine after taking damage but otherwise a very enjoyable experience.