Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I know story isn’t in the scope for the current version going off of the description, which is what I would say is most lacking. Particularly given the intro, since it seems more like wanting to set something up rather than putting “princess in a castle” justification for the game.

Ignoring that, I’d say the game feels like a Slay the Spire like, only with less transparent systems. However, I’m not sure how you can communicate more information without it appearing like a typical MMO screen with a bunch of HUD elements. I imagine if the items were more easily recognizable from a glance (perhaps this comes with time playing the game) then it’d be more manageable? As is I can get the gist of “oh it’s an attack” or “they’re healing” but I don’t know myself what to do about it other than to defend or not. It seems to me though, that most of that would be evolved upon with greater item integration and balancing, so I’ve the confidence that the ground systems give something strong to build on.

As is today however, it’s very tough to want to keep going past a few levels. In terms of difficulty it’s easy enough to keep going. Perhaps having some sort of choice in navigation similar to Slay the Spire? Oh but then the paths and mechanics themselves almost lend to an auto battler (but by no needs should you explore this if it’s contrary to the intent). Almost reminds me of Kadomon in that sense (which has a similar path system to Slay the Spire).

Oh and I definitely wanted to know more about the slimes. Them having unique names already piqued my interest. I imagine they have inherent classes based on that and the special abilities each had? Seems parsable enough, but I can imagine leaning into that with dialogue.

Oh and to be sure I’m clear on the positives. The graphics are clean, mechanics are solid, UI works great when you understand it, and game flow is smooth (which is especially good)! I also loved the configuration and controls options. Amazing to have especially for a full release later! Things are super solid. Overall great job, especially with the improvements!

(+1)

Thanks for playing and the feedback. We do have a story behind the game, and personalities for each Slime. They also will have more differentiated stats as of the next update. We tried to give a tease in the intro, but know it wasn't much. We are planning to take part in another improve your game Jam at the end of the month, with our focus for that one being to add new systems to better handle scripted events and incorporate more of the story. We wanted to get more of the core mechanics in place before we added the story so the script handling systems would better mesh. 

I overdid the combat system for the initial release and so we ended up not showing as much of the item stats as had been planned. We are working to optimize things now so we can show more details without it being too much on the screen. We will be iterating on the UI as we work out how best to show enough info, without it becoming too text heavy. The current popup details will be getting icons or short text to show the highlights of an item or enemy. We also plan to add some achievement/collection screens where you can see more details on the items you've collected and enemies you've faced.

The art is also going to get a complete overhaul, but that is an ongoing project with no set deadline. Art is an area that has always been a weak spot for us and we are still learning, so it takes longer to do than much of the other parts of game dev for us. Considering the amount of items and characters in this game, its going to take a while. With the art update we are working to make things more clearly different, and to add more animations and effects.

In its current state the game is overly easy. We haven't done a proper re-balance since adding the inventory, and that gives the player a significant advantage. In the original jam version you had to rely entirely on luck for what items were in your belts, so we had the enemies balanced for that. The special abilities are also a recent addition. We'd hoped to finish the new combat updates and do a balance pass before the submissions closed, but it still needs more work.

(+2)

Yeah I could totally see the seeds of the story so that sounds like it’ll be nice once it’s all there!

Ooh I see. That historical context makes a lot of sense. We’ve had that happen before where updates for a followup jam impacted intentions from the first jam.

I think the UI and art were good. Not quite clear but I tend to feel that way about most any RPG (except for the old Paper Mario games which really limit the options).

Overall it sounds like there’s a strong base to work off of, so good job and good luck!