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(+2)

This was a lot of fun, I got into a rhythm at the end.

I feel like there is such a good base for a game here, there's some interesting decision making on who to attack with, whose bag is just complete junk so you need to flush it. I would end up leaving one guy alive to do a little inventory management for a lot of the early game.

After that it got a lot easier(As you've stated) so I was just blasting through but that was also kinda fun.

I imagine this is just something you didn't have time to implement but being able to check what's currently in your bag would have been great, doesn't need to be ordered but just a list and amount.

There was also a visual glitch where the back two slimes would get caught on the road when traveling but they would catch up once the battle started, but aside from that it was a really smooth experience. Great work, top 5 entry for me.

Thanks for playing and the kind words. Glad you had fun.

We had planned for you to see your bags, and pick items to trade, but didn't have time for the UI. Each slime has their own bag, and we added a shared one to collect all the loot since we didn't have the UI for you to decide which slime should get the new stuff at the end of battle. Each slime has a class, and will be better suited to some items. We want a manual option for those who want to fine tune, and an auto-collect/sort option for when you don't care. We came up with the random bag trade last minute to partially deal with a belt full of items you can't really use.

We did have a few pathfinding issues that we need to sort out. We caught some and added fixes, but there was at least one spot we missed. At combat start we use a tween to get them into the right position, ignoring the normal pathfinding, so that helps fix any problem spots.