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(+2)

The addition of BGM really makes the game feel more alive! Having separate BGM between normal battle and boss battle really differentiate the stakes of the battle.  I like that switching between inventory screen and town screen.  I think there are some time when switching from inventory screen to the town screen, when the town screen music play, the inventory music doesn't fade away. So there are at times 2 BGM playing at the same time. But it fades away after you leave the town.

I saw that apart from the wooden houses, there are mounds (that look like a hobbit's house) around town feel more organic, it suits more to the slime theme. 

For the inventory management, I found myself using the "ability split" most of the time because it just feels more natural to assign items to characters that have affinities to use it.

After the 2nd town, the amount of items to use when choosing an ability/spit can be a lot. So my strategy is usually using the strongest (the highest level) item on enemies with full health. And when their health go low, I tend to use the lower-level items. Since we can check the item's description when hovering it, it is not a big problem. Perhaps a small suggestion here is to sort items based on levels? Or having some background/border texture that denotes the item's level.

I just reached Hazelgate and want to call it in for the night. I will be continuing tomorrow and post some follow-up comments. So far, this has been such a refreshing update! Not only the inventory management is more streamlined, but also the visuals/audio varieties are improved. Tomorrow, I will try to play up till the end of the available game.

(+1)

Thanks for playing and the feedback.

I'll do some testing on the music tracks overlapping. There currently is not a separate Inventory/Player UI track, as it felt like too much switching when in town. In previous builds it did switch to the travel music, as it was meant to end the battle music when switching to it at the end of combat, but that should have all been disabled. With the various in town tracks it is possible one of them is getting triggered when it shouldn't.

Glad you like the new art. The wood buildings are currently the default, but we are working to give each race their own style and incorporate them as we get the art ready. Town center buildings, especially in larger towns, will favor a more general design to accommodate all races.

I've been trying to figure out how best to improve the Inventory screen to better show what items are best for each Slime. I added the Affinities because that is how we think about things when designing them, but it never quite felt like enough, especially for new players. When I finally thought of showing what abilities the selected item could be used with, it only took like 30 minutes to add, and that lead to the idea of the Ability Split transfer, which was only like another hour. So quick and easy to add, yet such a nice improvement to the flow. Glad it is helping others too. Sometime it is easy to come up with an idea that feels great to you, but doesn't work for others.

I am planning on adding some sorting, and possibly filtering, to the combat Select Item screen. It was meant to reuse the components from the Inventory, but the sizing didn't work out. For now it is using the sorting from the Inventory. I also want to do an overhaul on the combat and item buttons to make the BG/border provide more info at a glance. We have a few more things being added that I think should be worked out first, so we can consider their implementation. Next up for combat is an "MP" system for the more powerful abilities that is meant to replace the older cooldown system. You build up "AP" from eating items, that can then be used for the more powerful abilities. Once we balance out how all of that will work, we may need some visual elements for it too.

Glad you like the changes. We have been very happy with how the game is shaping up this month, even if we still have a long way to go.

Thanks again for the great feedback!

(+2)

Hi again,

This time, I started the game with the option using party bag on. It eliminates the need for inventory management, so after battle I just need to worry about healing damaged party members. This is my preferred way to play RPGs because I play for the story first.  It really make the game very easy, as long as I don't conserve the high-leveled items in fights. Previously when I try to conserve my items, the game was way harder. I figured out the enemies drop so many loots that it is just better to keep using them. I guess this goes well with the title of the game, haha!

Although the addition of musics make the game feel alive, I feel some part are still off. One that stood out to me is after the boss fight in Wildemore. The tone is serious and exciting during the fight, but it abruptly transitions to cheerful when you finish the fight. So I just find it too jarring. But I am aware since the game is still in development, I just want to point out that some parts of the game need a little smoother transition as you shift emotional tones.

I managed to get to beat the game without using any debug mode! Here is the screenshot of it:


Good luck at the Steam Next Fest!
I won't be playing it this time. But I would suggest you include some polish on the attacks if time allows, since players will spend the most time in battles.

Thanks for the additional feedback.

We will continue to iterate on how best to handle the gameplay for the default and for the various difficulty/accessibility options. We do want to offer a "Story Mode", and the Party Bag option will certainly be part of it. Play balance for item drops will certainly be adjusted as we progress to find a good balance for the base difficulty.

We will need to think on how best to handle the music transition. We wanted the feel to go from combat to celebrating the victory, but I can see how it could be a bit jarring and in need of something to smooth it out.

Thanks. I'm working on the combat now, updating abilities, while my partner is working on story updates. We want to get one more update in before the Press Preview starting on the 4th. We will be working on all aspects of the game in the time we have left before the main event.