Well I managed to yeet myself off of the platforms every 5 second or so (clearly I suck at movement shooters, but also the edges were kinda hard to notice imo), but otherwise this was pretty crisp. Do wish the enemies did more damage, since they didn't seem like much of a threat, even the multi projectile ones, but that is a very minor complaint. Also, I heard the music and was like, this is kinda a banger, and then it hit me, this is Metal Man's stage music. So props to good taste lmao.
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Guilty Slug (GameJam)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Jury - Player Experience | #6 | n/a | n/a |
| Jury - Asset Implementation | #9 | n/a | n/a |
| Jury - Game Design | #10 | n/a | n/a |
| Audience's Choice | #10 | 3.281 | 3.281 |
Ranked from 89 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
In an alternate universe, Guilty Slug is a tactical espionage action franchise, and a kinkster submitted a game called Metal Gear to a bondage game jam :) I had fun with this one, even if it’s a pretty basic FPS. Idk if anybody else noticed it but somehow it’s kind of erotic when the girls get tied up in slime? (sarcasm intended) Anyway, solid action, good graphics and sound (love the cute little mmmphs), and decent level design. The only shortcoming is the pretty loose adherence to the theme, but it’s a fun romp nonetheless.
The title was a joke of the graph of Metal- Guilty and Gear - Slug. Alternatively, Slimeslinger is more fitting, but I wanted to be the first one to use it. Gotta admit I got a "dump" of game ideas, so I rarely take into account the theme and focus more in what I want to try. Funnily, I completely forgot there was a theme the first and second year. They just fit by serendipity.
This was an absolute blast!! I loved the intro, the movement feels smooth, and the sense of humor in the ending is excellent. x3
The only "complaint," is that I wish there was more! But that's not really a bad thing. It means that the impression it left is so awesome that I wish I could keep playing.
If you ever want to expand on this, and add more, there are a couple of things that could be fun!
- Power ups!
- Larger enemies, with multiple body parts to tie up.
- Goo splash!
- More innocent scientists.
- More innocent scientists!
- More innocent scientists!! xD
Gosh though, I love this game. Keep up the good work! 💜
Liked how smooth the shooting and dashing mechanics were! I also like the assets for the enemies. The sound is amazing and the intro as well as the final score quite nice additions! The biggest flaw is the level design in my opinion: it's very minimal but the real problem is the colour palette for the level which is very dark making me falling into the void many times!
Overall promising concept. Not gonna lie the lack of color kinda messed with me because I couldn't tell if something was a floor or the void at times. That and the lack of any proper game over if you got knocked to 0 hp, but was overall enjoyable, would be interested to see if this goes any further.
Yeah. Seems that the platforming felt rush because it was. I tried going for a PICOcad look that didn't work with the lightning I had. I wanted the game be quick and snappy, so skipped the gameover for just resetting you back to the checkpoint and that ended up glitched too.
I don't plan on working much more in this game save some polishing, but do want to take what I learn to make more 3D games.
A solid little concept, the homage to ultrakill via the text crawl and cold open is appreciated, though it plays rather more like OG doom. The only real criticism I have is that the platforming is a little unforgiving and it can be difficult to tell with the lighting where the pitfalls are. The bondage elements are sparse in terms of actual interaction with the idea, in future versions I'd like to see progressively slimed enemies, maybe larger enemies that you can disable piecemeal by shooting arms, legs, mouth, etc.
4/5, well done.
Glad to hear you liked it! The controller was meant to be much more like Ultrakill with movement options and a style meter, but they were cut because of time. The player controller basically got gutted on the last stretch and that affected the whole project. The original level was much more open so you could choose blast through the horde or climb around for a secret achievement like in Ultrakill. There was also the idea of a shader and decals for more slime, but again they were cut because of time constraints. The code for decals is still but never made them work correctly.
+1 for another game with slime. I loved how the enemies dropped from the sky when they were slimed and their sprite is really cool. I was wishing for coyote time on a lot of the jumps though because I kept getting too risky with my jumps and dashes. Really fun game!






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