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A jam submission

Slime After SlimeView game page

A mage, a horde, and a very slimy problem.
Submitted by Loten — 10 hours, 31 minutes before the deadline
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Slime After Slime's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.6363.636
Was the game well polished?#14.6364.636
Rate the Technical Complexity & Execution.#23.8183.818
Did the game include 2 distinct game genres and how well did they mash together?#33.3643.364
How much fun was the Boss Fight to play?#43.1823.182
How well thought out was the design of all characters involved?#73.1823.182

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Cards vs. slimes. I liked the integrations between the cards and the games action style. As always with your games, everything is polished and looking good. Well done, I think you have a good chance at winning!

Submitted

How well thought out was the design of all characters involved?
The bouncy slime animations make the enemy movement look nice. I like that there are different colours, sizes and that some have shields. The boss is nice and big, and I love how happy he is as he looks around at all of the destruction. The tentacles are by far my favourite enemy design.

How much fun was the Boss Fight to play?
It’s fun. I really like the build up to the boss and I like his entrance. It’s great that the boss can run away during the fight if you don’t vanquish him in time. I especially like that the boss summons tentacles that can destroy the card slot if you don’t loosen their grip in time.

Rate the Technical Complexity & Execution.
The technical execution of the leaderboard adds a great hook for replayability. The various card mechanics are diverse, well balanced, have expandable and switchable positions and their different effects are interesting, especially the lightning ones.

Did the game include 2 distinct game genres and how well did they mash together?
Yes. Deckbuilder and shooting gallery were the 2 distinctive genres I saw. I’m probably wrong calling it shooting gallery with it not having a gun but that’s the Cabal game style it reminds me most of. The mashup works well because the deckbuilder adds strategic depth to the usually twitch heavy genre.

Was the game well polished?
Absolutely, your games are always super polished. There's a screenshake during the boss’s arrival. All of the characters have sprite layering and hit detection. The hover over text instructions are clear and informative. The way the cards are brought in, dropped out, their squish and tilt frames and loading up animations are all awesome. I must admit, it can get pretty hectic towards the end and I reckon the majority of people love it for that reason. But for me personally, my preference would be to go for the less flashy and more precision route with less enemies and less cards. I’m not sure if this would be good or not but maybe changing the hand into a crosshair and having it be an auto firing machine gun or powerful sniper. I absolutely love how the gold coins pour from the cards but I didn’t like the coins moving to the top corner as I found it distracting and drew my eyes away from what I wanted to be focusing on. I think adding a pixel clock icon next to the countdown timer would make a great addition but these are just minor things to what is already a perfect 5 out of 5 polish.

Submitted (1 edit)

so many cool effects! But in my ears, its the machine-gun sound that popped the best!

Was cool to see boss slime changing expressions, so sad it had to be vanquished... 

Great to see your card packs being used again! They are always a treat.


EDIT: wanted to add how cool it was to see the boss mess around with my cards!

Damn this is going to be a tight final, great game very fun you got so much cool stuff in it - Well done :)

Submitted(+1)

Nice work, the polish definitely stands out! 

Submitted(+1)

How well thought out was the design of all characters involved?  
I like destroying slime! And getting to the point were you feel overpowered is good.

How much fun was the Boss Fight to play?  
Some tentacles was suddenly immune, that felt odd but the feedback about it were good. So you could focus on something else. 

Rate the Technical Complexity & Execution.  
Cards game have to be pretty complex to make, definitely feels like a big project to take on in 2 weeks. But it felt good having to pick a card, while also getting a glimse into what other cards might do.

Did the game include 2 distinct game genres and how well did they mash together?
Yes, and it works pretty fluid in between them - and with RnG and the cards, there is a lot of things to try. The slimes themself is kinda whatever, dont seem like they do much different attacks or anything.

Was the game well polished?  
You got the feel good thing nailed down like in your other games, player get to feel engaged and with enough content to wanting more then just 1 run in the game. Sometimes there is a bit much going on without a whole lot of explanation.