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(+2)

All right, made it to the town, where my party met its demise by the hands of the knight and the four soldiers/archers.

This game has quite a few interesting design choices, and still some stuff to work on.

Tips:

  • Spread out the tutorial into tiny bits over multiple sessions in the first part of the game. I felt pretty dumb failing to soak up the information in the only tutorial.
  • This game begs for graphics from a 2D specialist. With how far you made it in the making of this game, it’s at least very clear to prospective graphic artists to ascertain what they could input to this game.
  • The drag and drop feature needs work on the dropping part. I often had to do at least two tries to successfully drop items into a slime’s bag.
  • The inventory screen is a looooot of information for newcomers, and could potentially scare people away. Maybe start out with a handful of items and loot, or even a single slime party, and ease the player into the game.
  • Introduce just a few items at a time, this is a lot of information for newcomers and a lot of tooltipping.

Tops:

  • Zealot humans being the enemies, an original take on the genre!
  • Narratives are clear and succinct, except for the tutorial.
  • Seems to be balanced enough to make it possible to win battles but they’re still a challenge.
  • Music is well-chosen, well-composed and fitting.

Hope this helps! You’re on the right track.

(+1)

Thanks for playing and the feedback!

We are working on redoing the tutorial, and trying to figure out how to add bits of it later, while still fitting it into the story. One planned change is to add a popup based tutorial for the inventory and combat that will highlight each section with a brief description. We are also looking to add some dialog later reminding players of key info, such as giving items with matching affinities to each Slime to boost their effectiveness. The semi-random berry bushes will probably get an update mentioning who the berry is best for. The fight with the knight is much easier if your Slimes are properly equipped with matched affinity items. We did not do a good job of encouraging players to mess with the affinities up to that point, which makes the fight harder. That fight had also been the end of the content when we started adding story, so was meant to be a challenge. As we add more story we will reduce the difficulty of the fight a bit so it is not such a big jump.

We are doing the art ourselves for this game. We started with some public domain assets, and a recent update was swapping to our own art. We are still fairly new at pixel art, but are working to improve it. This game has a lot of items, requiring a lot of art, so getting everything replaced took a lot of time, and we did not get as much refining done as we wanted.

I'll take a look at the drag and drop. Were you dropping onto a slot, or just into empty space in the bag?

(+2)

Hi! I tried dropping into a slot, but it seemed like the game interpreted it as dropping into an empty space in the bag…