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(+2)

I liked this game. Pretty fun. If you could add some depth into this, it would be even more (or maybe you are planning that). Something like open world, with an option to choose where you want to go, to do quests, farm mobs, items, level up. 

Other suggestions:

  • It would be good to have damage info on various attacks and weapons. 
  • Autoequip for some weapons? Right now it requires a lot of micromanagement after every fight to go to equipment screen and reequip the same weapons over and over again.
  • Why armour, helmets, shields are treated as weapons and are consumables? I does not make much sense. Why enemies can wear it and get defense bonus, while my slimes use it as a weapon, with a one time bonus. 
  • I dont fully get equipment and how it works. I can see that I have slots for armour, or weapons say "both hands", but not sure how exactly it's used or equipped. Are weapons and armours actually meant to be consumed or equipped? 
  • Defense skill - I haven't found a good use case for it. I prefered to attack/heal myself than defend. 


Bugs?:

  • When hovering items in equipment, the item window flickers a bit, like it’s getting drawn above, and moved down. 
  • Skipping dialog also triggers actions. Examples -> moving to the trainer (I cannot even say "no"), or doing a first attack.

    Other than that looks good. Good job

Thanks for playing and the feedback.

We have more planned for the game. It will not be open world for this game, as that would add a lot more content to create, and we want to focus on getting a story game finished before moving on to a bigger one. We like to have detailed characters and a lot of depth to places, so an open world would be a big undertaking for us. We are thinking of adding some choice of the path the player takes. but the paths will be headed toward the same goal. Optional quests are also planned. We only recently added the initial quest system, and need to add more quests.

We need to work on the damage calculations and figure out a good way to predict damage for the player to see an estimate. Right now we don't have a good system in place for showing things clearly.

You do not equip weapons for the Slimes. Their attacks are spit based. You eat the items, which powers up your next spit attack. This game was for a jam where the theme was Consume, so the Slimes consume the loot for their attacks. Being Slimes, it also would not make sense for them to be equipping human suits of armor. The enemies are human, and do have normal human equipment. Later in the story the Slimes will be able to get some armor and other, limited, equipment. Mainly, we plan to let them use helmets as full body armor. Currently the descriptions for all items are based on how they would be used by humans. We plan to add a secondary description for the Slime use as well.

Different people have different strategies. Some like to defend, others skip it. It is a common ability in games, so we included it. It is not something that is going to be used every battle, but may be needed at some point when HP is low and no healing is available in time.

Hover tooltips are drawn above the button, if they go offscreen, they are redrawn in an onscreen position. The size is not calculated until they are drawn, so they show for a frame in the initial position, causing the flicker. I plan to get back to it and add some extra logic to try to better predict if they will be offscreen in advance.

We will take a look at the skipping. Our recent update did make changes to the dialog system. We tried to test various combinations of skips and clicking through, but may have missed some.

(+2)

Not saying it should be open world, but it would be nice to actually make the slimes walk around, not open world style, but kind of like the super mario wonder level selects (Don't know if you've seen it?) Also defending is a great option and you should push to have more unique uses and microdecisions involving whether to defend or attack, instead of just defend with one, attack with others.

We initially planned for this to be a simpler, faster paced game, but over time the story has grown and it has taken on more RPG elements. We recently decided to drop the focus on simple and instead embrace the grander RPG direction it's been heading in. With this change we plan to add a world map that you will be able to interact with for some decisions, such as the path to take. We are not yet sure on the UI for it, as we have a few more things to finish up before we dive into the major new systems we want to implement.

Combat will be getting updates with this change as well, though those are less defined for now as we need to test out our various ideas to see what plays best.

Thanks again for all the feedback!