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(+2)

This is really cute! I liked the idea of playing from the slime/monster POV (there's actually a TTRPG I've played with my kids with similar protagonists called Rainbow Mutant Slimes!) I also liked that each of the monsters in the party had a pretty clear role (fighter, healer, etc)

The tutorial at the beginning was VERY thorough, but I honestly would've preferred it broken up into a couple of separate sessions, maybe running between different sparring partners if you want to keep the same vibe as after the story mode has truly started? I also may be a bit dense, but was there a way to use the healing items between fights? I wasn't able to figure out how, although I was never really in any danger of losing a party member, so it wasn't too big of a concern.

I like that Enemy Plans can be toggled on and off, I feel like that could give the game a lot of replayability with an optional boost in difficulty.

It's also really cool that you used your kids' artwork in your update!

(+1)

Thanks for playing and the feedback.

Our kids have been an active part of creating this game. It was one of them who asked if the party could be Slimes during the original jam brainstorming. They really like Slimes since playing Dragon Warrior/Quest.

We are working on the tutorial. We tried to add all the things people have said they did not understand, but it did make it a bit long. I'm planning to add a tutorial for the inventory soon, and it will be based on popup tooltips. I'm thinking of adding something similar as a shorter combat tutorial option.

Currently you cannot consume/use any items outside of combat. We plan to change that, but it involves a new system for hunger/fullness to limit how much you eat and items having additional stat effects.

The Enemy Plans was a feature that was requested early on by jam players. It is nice to have for casual play, but does give you a big advantage. We plan to add in difficulty levels later on, and it will be one of the settings altered by the default difficulties.