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A jam submission

Twilight DuellerView game page

Shiny Slime VS Shadow Slime
Submitted by Carras — 3 hours, 22 minutes before the deadline
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Twilight Dueller's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#94.1674.167
Accessibility#153.2503.250
Originality#223.6673.667
Audio#313.2503.250
Overall#323.3103.310
Fun#522.7502.750
Theme#553.3333.333
Controls#612.7502.750

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
v4.2.1.stable.official

Wildcards Used
BLOOD IS FUEL

Game Description
It is a 3D third-person fighting game featuring a strong and cute shiny slime specialised in light elemental attacks, fighting its nemesis - the shadow slime which specialises in dark elemental attacks.

How does your game tie into the theme?
The game highlights how light disperses darkness, akin to illumination, by demonstrating a battle between light and shadow.

Source(s)
N/A

Discord Username(s)
Carras

Participation Level (GWJ Only)
13

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Comments

Submitted(+1)

The game has some awesome visual effects! I noticed a bit of lag each time I used an ability for the first time, which I assume is due to the shaders being loaded. I wonder if you could run through the shaders during the load screen and it wouldn't slow down later?  Definitely difficult, but I also don't have much experience with this genre, so that might have something to do with it. Thank you for sharing!

Developer(+1)

Thanks for playing! 

And you are right: the culprit of the lagging is shader compilation. Indeed, one trick is to load all the shader materials that will be used while being rendered by the camera. I haven't tested it yet, but I've heard that you can make your loading screen almost opaque (254 alpha) and run whatever you want behind it to hide things gracefully. I discovered this issue quite late in the game development, and the optimization is not trivial. The best I can do is leave a note on the game page, hoping that players understand and are a bit forgiving of the disruption.

You're not alone in considering the game too hard for newcomers, but I appreciate the time you're willing to spend to attempt it. I just hope that this genre receives more love, and I'll see what I can do in future fighting games that I make.

Submitted (1 edit) (+1)

Incredible technical achievement. Sadly, didn't run well on my M1 MacBook, perhaps due to the integrated graphics. I felt a bit helpless, more or less perma-stunned.

IKR: I should "git gud", and get a better rig.

Onboarding users and accommodating a wide range of machines is super challenging.

Developer

Thanks for attempting to play despite having a non-optimal machine for the game. 

Unfortunately, I couldn't help much. I tested it on two MacBooks that I borrowed, and it seems that the Retina display consumes extra processing power due to the additional pixels it processes on the screen. Sometimes, it even crashed the entire machine (oops). The one with a Silicon chip can run the game with okay graphics. I'm sharing this information for your future reference when testing 3D games on a MacBook. But these issues are not your fault, and you shouldn't feel guilty about lowering my accessibility score. 

I understand that it's difficult to introduce a niche genre but at least you tried and I appreciate it.

Submitted(+1)

It's not your fault that Macs suck. Thanks for going out of your way to test on the platform. Loads of jam games don't even get past launching the executable.

This is a fighting game between two slimes.

I don't have a strat for this one. It's just plain hard, and you will need to learn what each move does on the fly.

Like many 3D games, I've been suffering frame hitches on this one. Clearly, this requires some investigating on how to resolve.

Nonetheless, it is a worthy entry. A strong showing of what you have learned about Godot. It is quite likely that you have learned all you could as a solo dev.

Developer (2 edits) (+2)

This is indeed a fighting game between two slimes.

Haha you gotta get gud and find a strat for it. It's really hard, and you will need to learn what each move does on the fly.

Like many 3D games, this game is suffering frame hitches as well. Clearly, I have investigated it and it is the shader compilation problem. The fix is tricky though.

Let me tell you that it is a worthy entry.  It is a strong showing of what I have learned about Godot. It is quite likely that these are all I have learned as a solo dev so far but I am getting better and better as a solo dev!

Unfortunatly, I tried to play your game but were not able to find it.

Developer(+2)

On your page, I couldn't find the jam submission.

I don't have a strategy for rating and commenting on a game that doesn't exist.

Like many jam games, starting and finishing one requires learning and a time investment. 

Nonetheless, it's worth learning. The strong commitment you've shown in your comments can help you learn Godot. It is quite likely that you haven't learned as much as you could have as a solo dev.

Submitted(+1)

Dude this is an awesome game! The VFX are super appealing and the gameplay is really fun!

woo someone else made a game about slimes

Developer

Thanks! My cute slimes will be happy to hear that too!

Submitted(+1)

Another great entry with lots of nice VFX. Really love your dedication towards this topic over the last jams. Nice to see the progress.

As others mentioned the stunlock gets hard to deal with if you don’t know what to do.

Maybe a small tutorial or some difficulty settings would have been nice.

Developer

Thank you as well! Without your feedback, those VFX wouldn't be as nice. 

I actually gave up on creating a tutorial and difficulty settings because I was sure I wouldn't have time for them, haha. 

I accept the fate that this game will only reach a limited audience, but I think that's okay as long as I'm aware of it.

Submitted(+1)

VFX are top tier!

Developer(+1)

Thank you! I spent 80% of my jam time on that, so they better be good, haha.

Submitted(+1)

Really good, maybe a bit frustrating when you can not cast your powers, and you are hit and cant move

Developer(+1)

Thanks for playing! 

I admit that I should have informed the players to utilize more evades and emergency evades to dodge enemy attacks and initiate their attacks. I will also consider rebalancing their cooldowns to make the game more enjoyable.
I hope these are in line with your feedback.

Submitted(+1)

It's all right, I don't mean you must change it, difficulty is a good thing, I restarted until I defeated it :)

Submitted(+1)

A strong game and cool visual effects! I feel like its pretty easy to get stuck in a stunned-loop, when you don't know the game, and when you find out how the game works, its a lot of button spamming. I guess this one is diffcult to balance though - so good job overall!

Developer

Thanks for playing! 

Fighting games can be quite intense, and catching an opponent in a combo is part of the strategy. 

I really appreciate that you have the patience to figure out how the combat works, as I know the game is lacking in some tutorials and skill explanations.

Submitted(+1)

Well! That is quite the interesting concept, and I liked it a lot. Very unique, and very polished for a jam timeframe. However, my main gripe is the sheer amount of stunlocking. I spent half my battle trying to figure out what to do, but instead was spinning around on my back, and then won the battle by stunlocking the enemy. That's my main complaint. Besides from that, great VFX work, and good job!

Developer(+1)

Thanks for playing! 

To be honest, I have nerfed the AI multiple times, but sometimes it may still be too aggressive.

This is also my first time creating a 3D fighting game, which is one of my dream game genres. I believe there is still a lot of room for improvement to be explored and addressed in the future.