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(1 edit) (+2)

Items feel more manageable than when I've played it in previous IMGjams.

Tense moments: mostly came down to not thinking enough about healing. On the Knight fight, I had very low-tier healing item on Tanko, and then he got focused and I used a healing scroll. In one of the steps of the last fight, I used a minor healing scroll because I'd mixed them up with the other healing scrolls, so Tanko got taken out. Other than that it never felt harder than easy-medium, but it sounds like that's the intent for now.

The tutorial was a lot at once. The main thing I feel like I should know, but don't, is how affinity affects incoming attacks of that element (I can’t remember if there is an effect at all), and how attacks with multiple affinities work.

Story

Tavern interactions show a little about the world, but they felt forgettable / I kinda ended up clicking everything but skimming. And then deliberately started paying attention again around halfway through.

the early game dialogue is a lot of the same stuff. Like we’re immediately prompted to talk to a bunch of people in a row, but a lot of the interactions are very short and uninteresting.

If I expect the slimes to act as just very nice fantasy humans, I rarely get surprised or intrigued by anything that happens.

The main interesting thing in the story is the tonal dissonance between the niceness + cheerfulness together with the fighting + presumably bad things happening where there are humans and not the hero slimes + a lot of humans dying (?) on screen. Characters sometimes express hope that there can be diplomacy, but the invaders are usually treated nuisances and dangers. They disappear as soon as they're defeated, with no explanation, no discussion of captives. Feels like the idea is to depict white imperialists as standard game enemies we don't need to care about. But for me, the way they're not acknowledged after they're defeated undercuts the niceness and makes the game feel eerie.

Core gameplay

I think the game kinda dragged on towards the end, and I started thinking less hard about decisions. Part of that is just playing all of it in one day.

I’m not sure if it would be more fun or less fun if it was actually hard. I think it could easily get very stressful if it was hard enough for the attrition to matter. If it became beneficial to replay fights and try to lose less resources.

But I guess items keep getting stronger, so any lower-tier items you wasted matter less and less as time goes on. That might be enough to quell that impulse.

It’s very opposite from my design philosophy, but some consequences are neat, e.g. healing scrolls feel like they’re an emergency tool at the start, but I can see how they fit in as an alternative to Guardian in the late game, a normal response when enemies make many spread-out attacks.

UI:

In the start, I put a lot of items in the bags, and they weren’t transferred to the belt even though there was space in the belt. It seems like items are only moved from bag to belt when the belt runs out of an item? Or something like that.

I keep clicking an item and then clicking another item, expecting to select the second item, and then they swap instead.

Clicking sort by level while already in sort by level mode results in level 3 (probably just highest level?) items staying the same, and the rest of the items reversing order internally in the levels – e.g. if I sort and then Small Earth Strike is first of the level 2 items, and I sort it again, it will end up last of the level 2 items. 

When sorting by a criterion, maybe show dividers where it changes? E.g. when sorting by level, there would be a mark of some sort between the last level 1 and first level 2 item.

Sorting by inventory slot is kinda worthless for slimes.

The inventory opens every time you loot. When looting the chests at the human camp, you first loot some enemies and then loot the chests immediately afterwards.

Cooldowns on the slimes’ abilities could be visible without hovering the button

Using a cookie in the menu puts it into the character's inventory instead (but you can use it in the inventory)

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Thanks for playing and the detailed feedback.

Yes, for now we want it easy so more people can see more of what we have in place.

We are working on redoing the tutorial. We like the idea of having an interactive tutorial, but enough people have said that the current Trainer Terry fight is too much at once, and not clear, especially on the affinities. The affinities affect both offense and defense. In the next update we aim to add a Training Hall to the Town, which will be similar to the Tavern, but with the combat tutorial pieces broken out into clickable buttons so you can read what you want, and reread any if you need to. We will reword things and try to be more clear. It will likely get more wordy, but we are hoping that breaking it up into pieces that people have to choose to click on will make it easier to understand and less overwhelming. We are also considering adding more topics than just combat.

Thanks for the feedback on the new interactions. We are going for a more classic RPG feel, so there are going to be a lot of random NPCs with short world building, or completely unimportant, dialog. It is there for those who want more in the world. We are continuing to refine things and do want the NPCs to be interesting, but they are also, mostly, optional for those who don't like the extra talky bits. We do have the one that adds a minor side quest, and in the future more will have consequences, such as offering quests or items, but these will all be optional and typical of the kind of RPG we are inspired by.

I'm not sure I follow your points on the combat and enemies disappearing. Most classic RPGs don't talk about what they do with the corpses/unconscious enemies after a fight. They just disappear and the party moves on, unless you are collecting body parts in the loot, or you manually loot the corpse after combat as in some ARPGs, and even then the rest of the remains are ignored. Is your issue that the enemies are humans instead of the typical "monster" enemies? Even when there are human enemies the remains usually just disappear and no one talks about what happens to them. I think part of the idea behind it is that showing corpses and specifically talking about what happens to them may cross some lines for ratings. Many RPGs even switched from talking about killing and death to using terms like "unconscious" and "knocked out". You start in areas populated by Slimes, but as you move on you get to areas with human villages, and many with mixing of various races. The humans living in the area are just as in danger from the invaders as the Slimes, and they do talk about defending themselves from these invaders. As we flesh out the story we will likely include more introspection on the amount of death that is happening. We plan to include messages from others about what is going on elsewhere and at those points there will be more about the greater scope of what is happening. The story is already progressing to show the changing mindsets as the youthful innocence of the team wears off and they accept the grim reality of the situation they are in. 

For the core gameplay, we are planning an overhaul of combat to give the player more to do. The original jam concept was meant to be fast and simple; something you could play on mobile on the way to work. With the growing scope the combat feels too simple, and yes, we can see how it can get boring and repetitive. 

With the recent update to item stacks we did change how the belts are filled. We no longer auto fill the belts, but let the players decide what they want. Before, with only 5 slots, you always wanted them full. Now, when you can have large stacks you may only want certain items and don't want the belt cluttered with more. When you use all the items in a stack during combat it will be replaced by the first item from your bag that is not already in your belt. Outside of combat the belt needs to be manually set.

Our original UI was based on click to select and click on new slot to swap. We've since added click and drag support, but retained the original method as well. This is something we need to revisit as it doesn't fit the classic RPG UI, and I can see how it would be confusing. We did this largely for accessibility reasons as it works for joypads and keyboard. We may make it an option that can be enabled when using a joypad or just keyboard.

For item sorting, that is a Godot thing. Sorting arrays in Godot is not "Stable", so rerunning it does not guarantee the same results. Equal values may shift positions on each run. The multi-parameter sorting is more consistent due to the additional values that are compared. We will take a look at the sorting and see if there is a good way to make the single parameter sorts more stable. I have an idea that should work for this.

Sorting by Equipment Slot will be more useful later. Abilities will be affected by certain types of items. For example, some of Tanko's abilities will use armor.

I can see how the combat end collect loot, followed by the chest collect loot, with both opening the inventory might be inconvenient. We will look into adjusting that to only open once there. We did also add an option to turn off auto-opening the inventory after collecting loot. The default for now is to keep it on, so we will want to fix the double open.

Cooldowns will be going away in the combat overhaul. We will keep in mind how best to show the state when we redo it and see if there is a good way to display it without hovering.


I will look into why the cookies might be moved instead of used. I've not seen that before. Can you clarify what you mean by "menu" in "Using a cookie in the menu puts it into the character's inventory instead (but you can use it in the inventory)"? Was it in the shared Party Bag (top section)? The Slime's personal Bag (bottom right)?


Thanks again for the feedback!

(+2)

Enemies disappearing: Yeah it's that it's happening to humans + 
Killing is a natural assumption when nothing is stated, but the characters  don't seem like people who would just ignore killing a bunch of people, so it feels eerie.

Like going in, you're expecting that the slime society will be weird and alien in some sort of interesting way. When the slimes fought some humans and then decided to go try to trade with those people's "companions", I theorized (briefly) that slimes don't really view violence in the same way as people. That they can't really be killed with violence, so they think fighting isn't a big deal.

My perspective might be the weird one, though. It's been on my mind since I started thinking up games, that when humans (or creatures with human-like behavior) are enemies, I want to try and make them feel more human than they often do. That means giving them good enough AI that they don't look completely stupid, but it also means that violence has a certain gravity and says a lot about the person who does it.

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Thanks for explaining. We will think on this and see how we might incorporate something into the story.

Thinking on it, that bit of dialog about looking for the camp after the fight came from our earlier game idea of wanting to quickly move to the camp and not wanting a lot of dialog. We've just left it in since then, but it is something we have discussed revisiting at some point, and it tends to just be left in as an easy way if directing the player toward the camp that is coming up. We will see about reviewing all the early dialog leading to the camp, as it does need more work to better fit the way the story has grown.