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(+3)

This has a fun core loop, with an admirable variety (and amount) of both loot and enemies. I like the narrative premise and the slimes themselves, too.

It wasn't clear to me what data I should be using to strategize most of the time though. I didn't notice particular stats for the individual slimes, the items (other than the item levels), or the enemies. The initial loadout for each slime seemed to be an intentional recommendation, but the reasoning behind why that loadout was recommended wasn't obvious to me. Eventually I noticed tags for types of damage, and these tags also appeared associated with different characters/enemies in different boxes, but I couldn't tell whether these were strengths/weaknesses/attacks/etc. I wish hovering over the icons mentioned context like this (i.e. what the box/location means) in addition to the meaning of the icon, or that numeric stats were shown.

The UI also feels a bit overwhelming. There are so many things and so many slots, there are tabs and filters and scrollable regions. Most of the time I felt like I just wanted to give things of a certain type to a certain slime, but the UI doesn't quite feel designed for this as the primary interaction. The default feels like pick up one item and put in one slot of the current slime then switch to the next slime, or be lazy and just dump everything to one slime. Doing things one at a time gets to be more complicated as the loot piles up and you have to start scrolling to reach the one free slot. There's a lot of mousing back and forth that feels unnecessary. Filtering is hidden under a sub-menu. Also about 40% of the screen seems to be filled with the belts of all the slimes all the time. (Is that where I should be spending more of my time? Maybe it is, I'm not sure.) Since the loot and loadouts seem to be such a core part of the game, I feel like the UI here should be refined to reduce friction as much as possible for normal interactions. Does the order matter? Maybe when you have a slime selected, you could just click the item to drop it in that slime's last slot, instead of clicking the item, then clicking the empty slot. Since I'm not super clear on the strategy, I'm hesitant to make specific recommendations for improvement, but I'm confident there's a lot that could be polished here.

I hope this doesn't come off too negatively! I had fun and I think there's a good core here. It does feel like it's worth continued development! I just feel like refining the UI/UX (both for communicating the strategic elements and for dealing with loot) would help me get a lot more out of the current gameplay loop.

(1 edit)

We plan to add more tooltips and a tutorial, especially for the inventory screen. 

The affinities (type of damage) are our new feature, and the details about what the icon positions mean is currently only in the devlog. Top left is what you are strong with. Top right is what you are weak to. Below the name is what you have armor against. Items only show the strong/weak affinities and do not have a separate armor value. We'll need to think about updating the icon tooltips with more details, though we are trying to design with cross-platform in mind and the current tooltips already don't work for keyboard/controller, so are under review for a better way to convey the info.

The inventory has a lot and we want to improve its UI. For now we just have the Help button with text descriptions of how things work in there, but we plan to add a tutorial to point out the controls, as well as update the Help screen to include images. We plan to add a few shortcuts for moving items, such as clicking on the tab of a Slime who's bag is already selected moves a selected item to the open slot (Edit: this will be in the next update), but the main idea right now is to use the filters to control which items are visible, and then use the bulk transfer options to move them into the individual bags. The left-most of the bottom buttons controls how many items are moved by the 2 bulk transfer arrows, so you don't need to choose between 1 or all, but have several options, including 1 at a time but using the transfer button, instead of scrolling to the last slot. The belt slots need to be managed one by one, but they have limited slots and generally should not need regular adjusting, since they are filled from the personal bags. 

The belts do take up a lot of space, and we'd like to reduce that, but we also want each to always be visible so you know what you will have going into the next combat, and with the current sizing that was the best layout we came up with. We will be looking at this and seeing about better use of the space. Depending on how things go we may add some tabs so you can see other info in that area for each Slime. We are trying to keep things from getting too complex, so don't want to add too much extra text and details, but just enough for the player to feel like they know what to do.

Currently, the order of items does not matter. We have been debating various ideas about order mattering, such as items closer to the top being more likely to be picked, but don't want to force the player to spend extra time sorting things if they don't want to. Also, once we implement auto-sorting, if you prefer to have your bag sorted by item type, that would mean the type sorted first would always be favored, and would not play as well for everyone.

Thanks for playing, and the feedback! UI is an important part of making this fun, so hearing how different people view it helps us make a better system. We appreciate honest feedback!

We just released an update and the main feature is a stats screen when you click on the character name (Slimes or enemies). This will show the affinity icons, as well as the name, and the % you are aligned with that affinity. It also includes the totaled armor types and amounts, along with showing any equipment. It's still a WIP, but if you are interested in more details on what the smaller icons meant, you can view this from any combat to now see more details.