Wow! Alone and in one month? I'm really impressed! The game has a lot of space for improvement, and if you'll continue developing it, I want to be there to see it! Graphics were beautiful, music was great and the game mechanics were interesting. Could beneficit of a story, but the game is already great with what it is. Amazing job!
Play game
Slime of Divergence Demo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #2 | 4.667 | 4.667 |
Gameplay | #5 | 3.667 | 3.667 |
Engagement & general | #8 | 3.333 | 3.333 |
Audio | #9 | 3.000 | 3.000 |
Overall | #10 | 3.267 | 3.267 |
Story | #15 | 1.667 | 1.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Game Maker Studio2
Team/Developer
Yawning Fox
Discord username
Yawning Fox#5768
Comments
Thank you so much! Other than music and sound effects, and the saving/loading, I pretty much had to do all this myself. I wanted there to be at least one cutscene for the game jam, but I ran out of time. I do plan on continuing this! Alongside another game I've been working on since forever. Still, thank you so much!
There's a lot of interesting ideas at play here, but I have some comments I would like to share. Apologies in advance if I sound a bit negative, I want to see this project improve because I think it has a lot of potential.
Art: The art and animations are lively and impressive. The main character and boss are well designed (and cute), and the tile sets are polished and work well. However, the signs are a bit confusing (not sure what they're supposed to tell me), and there's not enough visual variety for me to build a mental map, becoming very lost.
Gameplay: The block throwing mechanic was very interesting immediately and has a lot of potential. However, when it is used repetitively (like to clear a number of floors in a row) it quickly becomes tedious. I really liked it when there was some tricky gap where I had to meticulously set up my blocks, which made for a very satisfying puzzle-solving element. Creating more puzzle set-ups for this would be great, but as a movement mechanic it needs to be quicker and easier to execute.
The powers caught my attention in a great way, as I was very excited to find and use more power-ups. However, I became cautious to use them or experiment as there was only one slot at the beginning, and I didn't want to become stuck exploring just because the right power was not equipped. This was compounded by the lack of save barrels to change them at. However, the idea really intrigued me and I wanted to see more.
Map design: I had to keep looking at the map to figure out where I was. The layouts had some interesting puzzles, but most were monotonous. There were a few too many times where I got to a place and became blocked, having to backtrack to the last fork, which was a good distance away. If there is a thing that requires a power, it should be tested at a fork so the player can go another way.
Overall, it's very impressive for a month's development and I hope to see more of it in the future.
Thank you for the comment! Well, when you only have a month to do coding, planning, designing, spriting and a bunch of other stuff I wasn't able to really make as many assets as I'd like. I was even still late because of it. I was supposed to have like, 4 areas for this game jam, but I overestimated my abilities to do so. Hence why places are locked off. I'll try and figure out a nice mix of gameplay with the blocks. By the time I got a reply from another friend it was too late to change much.
As for the powers, powers will never affect if you can progress through the game or not. Think Charms from Hollowknight. An additional thing that can help you, but won't strand you if you get it. Any powers you do get that affect gameplay will be permanent. Like the dash you get at the end of the demo. So no worries there.
I do wish I had more time to add more enemy varieties and looks for areas. I even had pipes for one area but because I pixel arted one of them wrong and didn't have time to fix it I scrapped it till the full game. I will definitely see what I can do with this feedback, thank you!
Oh my gosh, those animations are amazing! I have no clue how you managed those, yet alone all the other stuff too?!
I saw your twitter, and you had some amazing pics of areas I didn't find, are they in this version? If they are, I would love to spend some more time looking around, but I honestly got pretty lost, likely due to everything looking more or less the same. I feel like I went everywhere that I could, but honestly not sure, and I haven't even gotten close to finding all of the charms.
Overall, the game was super impressive, with insanely good animations, interesting enemies and neat charms. There probably could have been more variation in the level tho, to help me find my way round.
P.S. You might wanna mention controls on the game page, took a while to figure out how to jump and spawn blocks
Thank you! I pretty much did everything alone other than music and sound effects. One friend helped me with some coding, but overall it was pretty stressful!
As for the other areas, not yet. I do plan on continuing this and fleshing out the areas now that I am not under a strict time limit. I agree there could be more variety. I actually wanted more enemies and background elements to make them feel better, but atlas, I was already running late in uploading this. I even wanted cutscenes and such. Also oh right, I did forget to put that, thank you! I am glad you enjoyed it!
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