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A jam submission

Slimy TreasureView game page

Treasure
Submitted by Duckigi — 17 minutes, 36 seconds before the deadline
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Play Treasure

Slimy Treasure's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#24532.9722.972
Overall#31842.5112.511
Fun#33152.2902.290
Presentation#36502.2712.271

Ranked from 107 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?
Treasure becomes part of player

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

No

We used pre-existing audio

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Comments

Viewing comments 59 to 40 of 59 · Next page · Last page
Submitted

Congrats on making this. I could see this being a little more interesting if there was more decision making or guidance in the game. Right now, you have to stumble around to find the portal and hope you can get to it, making the gameplay really uncertain. Having bad treasure is an interesting idea, but perhaps there could also be a way to remove or lose treasure. That might add a little bit of extra risk play, too. 

Well done. Glad you were able to execute on your game! 

Submitted

Nice game and interesting mechanic! Just a little more risk is missing!

Submitted

Great concept, very Katamari, and the concept of slowing down when you pick up more things has real potential. The only problem I can see is that there is no real "lose" condition. It might be even more fun if there was a time limit and you had to balance between getting treasure and being too slow to finish.

That said, I'm 100% understanding of the fact that the team ran out of time, and I'll probably check out the post-jam update in the future, if I don't forget! Overall, the  game was still fun, and the presentation was still really good!

Submitted

I liked the MS paint art style, and runing around the place slaming into treasure felt fun! Good entry!

Submitted

I was getting battered around by those doors, but had a lot of fun playing this! Great work.

Submitted

Nice idea and it was pretty fun! I like how to stick the objects and try to kept a good shape to avoid ennemis and pass through door. Maybe put a timer to avoid even more the ennemis and add an indicator for the portal. 

Submitted

Gave it a shot and it was a fun idea. Joining with shiny objects and ultimately slowing you down at the same time was a good concept. The doors were kind of unforgiving though. I think a map or an indicator pointing to a portal to drop off the treasure could have helped! I streamed it here:

Submitted

Pretty nice! Good idea and nice execution :)

Submitted

Neat game! I like the juxtaposition between the programmer art and the intense, epic music. I also like how collecting treasure adds it to a static position on your body instead of just increasing your size, so the player can end up with a horribly awkward shape if they're not careful. The swinging doors were a bit annoying though, it was easy to get stuck between a bunch of doors swinging open once the player became too slow and heavy.

Submitted

I like the concept, especially how enemies will run at you and simply get added to the blob. It felt a little off that adding treasure makes you move slower, because it just reduced the fun over time, but otherwise this is a solid entry!

Submitted

The game has a nice concept. But I wished for a little more variety in the gameplay.

But in the end hoarding those shinies is something I couldn't say no to. Good job!

Submitted

This was a fun little game that put me in the mood for Katamari Damacy, haha. I liked that picking up stuff made the game more challenging, so there was that risk/reward going. It was fun to pick up treasures until I realized I was too big to fit through doors anymore! My only quibble is that even after clearing the first level, it didn't seem to unlock level 2 for me. I don't know if this was a bug or if there is only one level. But overall I had a great time with this one!

By the way, we played your game on our stream last night! 

(+1)

That's awesome! Unfortunately, due to the limited time during the jam, we were not able to make more than the first level and the autogenerated one.

Submitted

Really good concept ! The game need a bit of refinement and debugging (I got stuck in a wall after being pushed by a door =( ) but it's a really good entry for a 48h jam ! Congratulations !

Submitted

Gotta collect them all! More, more, I need more treasure! 


Pretty interesting how you implemented a risk reward system where the more you have the slower and more difficult it becomes to traverse but also the more you get paid that sweet sweet dollar bill at the end.

I have a ultra-wide monitor and the scaling is off for the PC version. Since you are using Unity, take a look at your build settings, specifically the "supported resolutions" section. If you game was designed for wide screens than consider selecting only the options for "16:9" and since there is no option to exit the game (at least I missed it) allow it to be run "windowed" so that at least we have the "X" to close the window when we are done.

Nicely done!

Yeah. We forgot to add a quit button and we set up scaling for 16:9 monitors. Post jam we will fix the bugs. We have quite a few!

Submitted

I like a lot about this concept, like the risk-reward of how greedy to be with having more treasure slowing you down.

I think it would be more interesting if the player knew where the exit was, however, as I found myself just wandering around very very slowly by the end.

Additionally, I like that enemies don't kill you, you just want to avoid them because they're heavy and slow you down a lot. However, if enemies can't harm you, why does being slow matter? I feel like there needs to be some sort of motivator to stay light and fast, like a timer for the level or enemies that you need to run away from or something

Submitted

I really like the concept, I couldn't find if you get rid of some objects (couldn't pass the doors anymore! I like the challenge, but it was frustrating that I had to restart :( ).

Good luck!!

Submitted

Maybe a little bit less particles (and smaller too) when you pick up stuff would help with visual clutter. Otherwise, congrats :)

Submitted

I had lots of fun playing this game, however i found the door things can knock you into the walls and get you stuck. other than that it was great. I wont judge based on art since there was so little time, a good game nonetheless!

Submitted

Excellent game - I like how it works -you can always improve art - core game is there.

Submitted

A bit rough around the edges, but it's clear you had a good time making this game and getting funky with it! It's certainly a fun idea and a unique take on the jam's theme :)

I was often a bit more lost than I would hope as the world felt pretty large and I often had no idea of where to do or if I was doing the right thing most of the time. I certainly think a bit more direction ( perhaps a compass ) would help better drive the players attention

Nice entry though :)

Viewing comments 59 to 40 of 59 · Next page · Last page