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A jam submission

Slime BustersView game page

Stop the slimes and save the sewers!
Submitted by Askbackwards, notis — 8 hours, 6 minutes before the deadline
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Slime Busters's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#143.3483.909
Sound#163.1143.636
SICKNESS#183.7374.364
Overall#183.2703.818
Visuals#232.8803.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I really really really enjoyed this one! While I played it by myself, I can see this being a really fun couch co-op experience. It kinda scratches that same itch in my brain as playing COD Zombies back in the day, which is probably some of the highest praise I can give lol my only gripe is that the game should come with friends to play it with!

Submitted(+2)

Oh very cool! This is a lot of fun. I really liked how the slime acted as a sort of universal currency for upgrades and unlocks and ammo.

Submitted(+2)

This game really brings me back to the golden era of like internet flash games in a great way. The core loop is interesting without being overcomplicated, the finale fight is tricky without being too punishing, and the game on the whole rewards cautious play and proper risk/reward evaluation. 

I think you struck a good balance between dealing with the slimes being pretty each in a direct way, but the challenge coming from the management of your supplies - you're punished for missing, rewarded for strategically taking your time and positioning well, but (mostly) given enough room to bail out of most situations. I saw some others mentioned there were some spots it was easy to get overwhelmed, and I definitely see where that's the case, but I do also think the reverse is also a little true - down and to the right of the final boss, where there's an extra life machine and a slime faucet, I think is actually too strong of a position, perhaps. Even mid-wave, that was always a very safe spot for me to retreat to, where I could refill and then exploit the chokepoint of the entrance to easily top off on the larger slimes and push my way back out.

I think a couple of things could be a little bit clearer - I didn't immediately realize how much there was to explore, or that I could step into the slimey green areas without taking damage. But I think most importantly, it's very difficult to see how much is left in your slime tank when you're filling up the final can, which makes it easy to commit too much and end up without any ammo to continue. Making sure that your ammo bar is always visible even when  pouring into cans would make a big difference there in particular.

All in all, great job! I didn't get the chance to try multiplayer, but I imagine that adds a lot to the game

(+2)

hooooooo man, this is fun!! I looooove the whole "ammo" management thing going on here, having to constantly decide between shooting, absorbing, or letting slimes coalesce so you can get more sludge was super fun and made for a very intense finale!

I love the music here too, pretty chill while not feeling out of place with the rest of it. made a really great backdrop to everything ha.

I kinda wish the power ups were better explained? i only got two of them, and i only figured out what the revive did. It'd also be nice if the slime pumps worked just a bit faster.

You got something really solid here, I'd love to see this expanded on with more levels and power ups and such. Great work!!

Submitted(+2)

This is a really fun twin stick. Love the idea of swallowing up bits of the enmies to shoot back at them, and strategically getting them to combine to get more ammo for less shots fired is a really smart economy loop. However I think with how things are balanced it is a bit too punishing. Its really hard to get back ammo if you have run out, and if you miss a shot on an enemy most likely then you will get a net loss in ammo. The pumps to aid in this to some degree, but are a little to infrequent and slow to the point where half the time I get swarmed and pinned to a wall. But these are just values and timings that can be changes, the core game play you have here is really really fun which is the important thing and really provoked me to think deeply about my actions. Great work with this!

Submitted(+2)

I love the core gameplay loop and game design of this game. The baiting of slimes to get them to merge to make more slime, it's all very good. My only real complaint is the level design/layout, whereby it's extremely easy to soft-lock yourself or force a loss if you leave the main spawn room and try to explore other parts of the map. Everything else is peak though

Submitted(+1)

Windows Security "detected a threat" with the zip and deleted it :(

Jam HostSubmitted(+2)

I think the onboarding for absorbing needs to be a bit harder to skip, but once you figure out how to play it's very impressive!

Submitted(+2)

Mannn this one had my cheeks CLENCHED! Once i figured out that if you kill a combined slime you get more pellets, the whoooole thing clicked for me. It's a delicate dance of risk vs reward, and how much danger you're willing to put yourself through to be in a good position in terms of slime stash... How much is too much to handle? I think the perks were a great choice too, that revive saved my ass a couple of times. The final clash in the room with the megacan had me on my toes and making decisions on the fly. If anything, I think maybe its a little too easy especailly in some areas to just get surrounded and die with no way out, which was a tad frustrating. Other than that, seriously great work

Submitted(+2)

this game was great! i had a really great time trying to maneuver around slimes to get to the megacan and training them together to make sure that i get enough of them combined to get a net-positive return on killing them. the only gripe i had was that it was very easy to get trapped in the lower-area with the health can, since there was no slime faucet to help refill if you accidentally used all of your resources on paying for one of the two cans. other than that, i genuinely had my heart beating at some points when i was getting close to filling the megacan! super fun!

Developer

Thank you so much!

Submitted(+1)

I don't know if I was doing something wrong or if my controller wasn't working for some reason, but I could never shoot in this game. I tried to see how far I could get without shooting anything, but it's hard to go back for a second refill when the slimes keep coming. Best I could do was try to corral them to combine so I only had to deal with one at a time.

Seems like a really fun concept and I enjoyed the art and the music. But without shooting working for me, it was hard to give a fair shake.

Developer (1 edit)

Sorry about that, but thank you for checking out the game! What controller were you using so we can take a look? 

If anyone else does have this issue there is a controls rebind menu if you press Start/Share/Select while in game! 

Submitted(+1)

I was using a PS4 controller