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(1 edit) (+2)

Wow! This looks like it's been worked on for a few months at the very least, and controlling feels great once you get the hang of it.

I found one bug where the music can restart, randomly sounding annoying but not doing much else. It's probably a code issue, not music itself, though I will say try making the music looping less obvious.

I didn't find any other bugs while playing, but there were a few issues:

  • A little unintuitive. Trainer fight is great but the random text boxes afterwards weren't needed. Just allow people to replay the fight. Also, try to cut down some of the dialog slightly. Explain generally what things do, and let the players figure out details as they go, unless something calls for it
  • Some UI elements need reworking. Got through about 2 fights before figuring out how to tell which slime would be attacked next. Make these indicators larger or potentially put target icons over slimes that will be attacked. Also cover this in the tutorial fight
  • Art feels slightly off. Don't get me wrong, none of the art is bad, it's just inconsistent. Some assets really don't blend together too well, especially trees. Lower the contrast between things except for things you specificallt want to stand out and make sure all the art is in the same style. Maybe use pixelart for the UI too. The main thing here is the colours. Stick to just browns and beiges for the UI elements instead of including greens/blues, and, if you continue doing it, maybe see how the colours look with a lowered saturation, possibly try this generally. Things right now just look like snippets from different things rather than one whole game. (By the way, you really don't need different types of trees. It's slightly distracting)
  • And lastly, lower the wait times where characters are just walking. It's not a glaring issue but it would be nicer to put things a little closer together.

The special abilities feel unique and diverse, but it would be good to see some more synergies and the same kind of unique attacks for enemies.

Thanks for playing and the feedback.

We created this for Godot Wild Jam #83, last July, and have been working on it since, when not taking breaks for other jams. It has gone through a lot of changes as we have learned along the way.

I'll look into the music bug, and see if we can clean up the looping.

We recently added the popup tutorials, and allowed skipping the Trainer Terry fight, due to complaints from people not liking the longer tutorial, and mostly ignoring it or finding it had too much info that they did not retain to the first fight. We plan to rework both in the future, trying to find the right level of clear enough for those who need more details, but not too much.

We've acknowledged that the action and target icons can be a bit small at some resolutions and need to be redone or enlarged. The Trainer Terry fight does mention the icons above showing what the opponents plan to do, but that tutorial includes too much, so most people don't retain everything. We definitely need to review both tutorials and improve how we convey things.

The art is going through a transition. We initially used public domain assets for our jam submission, and have been switching over to art we created, which does make for a bit of a mismatch in styles. We will be working to finish the conversion over the next several updates and then refining it as we see it all in place together.

There is a setting for the travel speed. We set it at a pace to give the feel of travelling, but for players who want it to move faster, it can be increased to 150%. You can also adjust the overall game speed to 150%. Both of these can be adjusted in the main settings, on the pause screen, and with hot keys. We do play around with the base speed still to try to find a good default, so it may increase over time.

Early enemies have somewhat limited abilities, but we do have a system in place for special abilities for them. As we build out more enemies and the game progresses further, they will have more they can do. For now the enemies use potions and scrolls similar to the Slimes, but we plan to use the abilities system to add mages casting spells and give the physical enemies other abilities as well. We also want to expand and rework some of the Slime abilities to give the player more to choose from in combat.