Play game
Hungry For Loot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #1 | 4.292 | 4.292 |
| Controls | #7 | 4.083 | 4.083 |
| Audio | #15 | 3.875 | 3.875 |
| Overall | #18 | 3.780 | 3.780 |
| Fun | #27 | 3.708 | 3.708 |
| Originality | #32 | 3.875 | 3.875 |
| Theme | #75 | 3.375 | 3.375 |
| Graphics | #95 | 3.250 | 3.250 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4
Game Description
Attacked while looking for food, they found the invader's loot tasted great!
How does your game tie into the theme?
Players are hungry slimes that eat loot to power their attacks. Most actions consume single use items.
Source(s)
N/A
Discord Username(s)
dragonsislesoftware_77839
Participation Level (GWJ Only)
4
Leave a comment
Log in with itch.io to leave a comment.













Comments
Nice job! Super accessible with the click-only interface, and it was easy to get hooked into doing the battles. Great submission, congrats!
Found the idea of using what would normally be seen as equipable items, in most RPGs , as consumable attacks instead to be a fun experience! The core gameplay loop is very solid and cycles cleanly allowing for long play sessions if one so desires. I was surprised at controller support being an option and the game even having leaderboards!
This game has a lot of accessibility with all the different ways we can play and allowing for the game speed to be sped up!
It was interesting seeing how different items had different effects on different enemies. Adding an option to check how much loot we got from a single battle and/or being able to see what everything we gathered in a menu and/or at the inn would be very nice. I found myself wondering a lot of the time how much of each item I had left and if it would be worth to use the more stronger items or keep holding onto them.
Thanks for the feedback. Glad you had fun.
Most of our past games have been largely developed with controllers in mind, and as our primary input. While we planned this game to be playable with only the mouse, maintaining controller support was on our minds while we setup the UI. Our first GWJ submission was also really bad on accessibility, so we put a lot of effort into improving that area of our development.
We plan to add an inventory screen where you will be able to see and organize your loot after combat. Maintaining controller support for the UI of the inventory is one of the reasons we put it off until later. The inn was supposed to be a town with more to do as well, including a shop to sell old loot and get some special upgrades.
Combat was fire but a little repetitive after a while. Good job on the entry!
Thanks for the feedback. We have a lot more planned to make the combat more involved.
The use of your actions being consumable was really fun to play with! Learning what attacks work against what enemies was also pretty fun to work out and I appreciate the amount of customization in the settings! One thing I would recommend is having a way to affect your inventory in some way other than shuffling. It doesn't have to look like selecting your exact loadout, but being able to see what you have or even having the ability to discard unwanted items could be useful. Regardless, what you have here seems pretty promising! Good job on the submission!
Thanks for the feedback. Glad you had fun. The current randomized trade with bag ability was a last minute compromise, as we did not have time to get the full feature we wanted in. In a future update you will be able to see your full inventory out of combat, and do some rearranging.
Really cool! The fact that you had time to create leaderboards is awesome as well. What I will say is that in the start you're given a few different options for attacks for seemingly no reason, and I say that because I didn't have a reason to learn how to use different attacks until later in level 3.
This isn't particularly a bad thing, because at the end it didn't make my experience worse or better, just that it feels like there was no reason to have that many attack options in the beginning.
I would also like to say that more focus could've maybe gone into expanding the gameplay loop because it is pretty basic. On the other hand I was pleasantly surprised that the game was playable on mobile! That's definitely a plus on accessibility.
The sounds were pretty good (I only found the hit sfx a little underwhelming if I'm honest), as well as the art (although I thought the mouth of each slime was a mustache lol) and the music! The difficulty was also pretty gradual which is nice.
All in all, great game!
Thanks for the feedback.
This is only the second game we've added the leaderboard to, but it isn't too hard to implement. It is a free one offered by silentwolf.com . In some previous jams people started using it and mentioned it in the discord, so we gave it a try.
We designed the items and combat with the idea of different types of attack and defense, and needing to use the right ones for the enemy. We didn't have time to implement that, so most things got reduced to just base physical and magical attack/defense. Early on the enemies are mostly no armor, so you're right that there isn't as much need to pick the right item. The main reason for the variety is to let people see the different items and maybe get a feel for them. It will help later when we add more effects so they look different when used. We are rebalancing things for our post-jam update, and will look at the starting loadouts as we do that. We always planned for the number of slots in your belt to be upgraded over time, so maybe we reduce the number you start with and give you the first option to upgrade sooner.
We have more planned for the gameplay loop. There will be more strategy in what items to use based on the element/attack type. Status effects will be added in a future update. The items you eat are also going to affect your stat growth. You may choose to eat an item that does little damage, but gives you a temporary, or permanent, stat buff. Each slime is going to get a special ability... we've got a lot planned.
We try to make all our games playable on keyboard/mouse, controller, and mobile, though don't always succeed. For the jam it often comes down to not enough time to fully test on mobile.
Thanks for playing.
I liked the traveling between the fights :D don't know why. Cool idea and I enjoyed playing! Good job!
Thanks for playing. Glad you enjoyed!
A cool roles reversed idea. Instead of being attacked by the mob of slimes you are the slimes
Thanks for playing.
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.
Nice fun! I like the ide that you use up your items and it's always changing. Nice tactical element to think about what you are using each turn. Once enemies that take less damage from certain types appear it gets more tactical. Very happy with this one.
Thanks for playing. Glad you had fun.
All around great game and an interesting twist by positioning the player as the slimes rather than humans. The graphics and audio are really nice and the mechanics were brilliant.
It looks like you'll be developing the game further so I would also suggest to add more depth to the strategic aspect of battles (as mentioned below). Maybe add more diversity to the options for each slime so they have more definitive roles?
Well done!
Thanks for the feedback. The slimes were created with separate classes in mind, but we did not have time to balance them well, so the stats are currently very similar, and we didn't add any descriptions about their differences. The most notable difference comes in their starting items. We will differentiate them at least with more defined stats, and may add special abilities for each. One of the slimes is meant to be your healer, and will likely get a healing spit move, to heal an ally.
Our kids love slimes, so when they saw some art assets with slimes, they asked if the slimes could be our heroes, and we went with it. That actually changed the design of the game somewhat, as it was originally just humans using single use items (enemies as well). With the idea that the slimes ate items, it freed us to have a reason your party was mostly single use, while the enemies could use equipment for regular attacks.
This is a pretty neat game! The mechanics strike a fairly nice balance between randomness and strategy. As others have said below, having a way to show which slime the enemies will attack next could add more to the strategy of the game, especially since having one of the slimes defend is a bit of a gamble at the moment.
Overall, nice work!
Thanks for the feedback. We will prioritize the enemy action indicators for our post-jam update, since that seems to be the most wanted change.
An interesting idea with good gameplay. As somebody said before - it would be nice to add some clues about enemies' attacks (or even attack/defense/healing signs, the same as in "Slay the Spire"). I could also suggest some bigger change on more recent items for refresh because sometimes I was refreshing few times on level 4 to get more knifes and basic healing potions so I didn't even know what new items do :C
Anyway, I played through 5 levels and had fun!
Thanks for the feedback. Glad you had fun. We will look at the enemies to add some kind of planned action indicators. The randomized trade with bag ability was a late addition a few hours before the deadline, as a compromise. The plan is for you to be able to open your bag and pick which items to trade. Between battles will be open trading. During combat will have some limits on how many items you can trade, and perhaps how much of the bag you can access. The UI for this trading was not made, so we had disabled the trade ability, until Sunday morning when the thought of the randomized version came up and was easy enough to implement. It is certainly flawed, but much better than without it.
Very good work on music transitions from travellingto fighting and vice cersa. It also really elevetaed the world, bringing you to a different era. The gameplay was straightforward with good mechanincs. I would like to have the rewarding feeling from winning fights, but still fun to play.
Thanks for the feedback. Glad you had fun. We do plan for a bit more at the end of each battle.
Good battle mechanics...game looks like it was designed scalable. the opening interaction was a good walk through tutorial. fun game
Thanks, glad you had fun. Yes, it is designed to scale up and has a lot more partially implemented that we had to cut to meet the deadline.
I usually hate consumable items in games, but this was a cute way to do it! I was able to go on endlessly
The issue I had was there wasn't much choice besides clicking on the items that did damage and occasionally heal. I would have loved knowing which slimes would be attacked so I could defend (also defend didn't really seem to reduce damage. the slimes that didn't defend often took less damage than those that did lol)
Thanks for the feedback. We wanted to add more, but ran out of time. The core will still primarily be choosing which item to consume, but have a bit more strategy based on the enemy. We are debating on what kind of indicators/clues to provide about what the enemy is planning, along with more info on the enemy's strengths and weaknesses. Certain items will also have short and long term effects, such as leveling up your stats for the rest of the battle, or even permanently.
I turned on debugging, and it does look like the defend logic is working. It is a set multiplier to the final damage amount applied right before the character takes the damage. Several attacks have a high variability, so that may be why it seems like it is not working. We will look into options to better convey its effectiveness.
Thanks for playing!