This was a blast to play! I'm pretty sure I was about to win when the game soft locked on me. I'll send over the screenshots on Discord. I loved the visuals and the animations the most (those cutscenes!), I enjoyed the audio you picked out, and I found it easy to get into a flow state smashing slimes left and right up until the boss battle. I think with more level variety and some platforming tuning you could take this concept a lot further.
Some other, more tehcnical notes from my run:
- I forget which level, but one of the platforms in mid-game allowed slimes to get underneath them but my PC was too tall to fit underneath with them. This felt like it might be been unintentional, but if it was meant to be intentional I think you could visually differentiate areas that only slimes should be able to enter that the PC can't. Alternatively, making these one-way colliders would be another good option and allow for more movement choices during gameplay
- I saw errors in the console about changing physics state properties during physics update—these are intended to be set using set_deferred instead of direct assignment during the physics update them to be properly set for the next frame in Godot. In some cases the updates won't stick and cause weird collision behavior.
- I noticed some texture bleed on the animated slime sprites where a sliver of the next frame can bleed into the top of the current frame due to how texture clamping works. Easiest fix that I've found for this in my games is to ensure that all sprite sheets have a minimum of 2px spacing in-between each frame.
Thanks for making and sharing your game—this is one of my early favorites from the jam so far!