Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Impressively expansive for a jam game! The grapple was a lot of fun to master, though it felt like at around 10 or so grapple charges the limit started to become basically irrelevant and at that point it made traversal a lot less interesting - I found it to start getting a little tedious towards the end which was kind of disappointing. It also allowed you to pretty easily skip past some of the more specific item gates - I ended up never really getting a chance to use the umbrella in particular, despite it looking pretty neat. I also ended up skipping the intended gate for the bubble blower, but that ability was still a lot of fun to use for general traversal after getting it so that one didn't feel as disappointing.

I had an issue where the gameplay sound completely cut out a short ways into the game - the menu sounds still worked fine so the game was clearly still able to produce sound, but the actual game turned completely silent. Was disappointing as I'd really liked the sound design up until that point, and the rest of the game ended up awkwardly silent. Were there a saving system it probably wouldn't have been a big deal as I bet it'd be easy to fix by restarting, but I didn't want to lose my progress to do that. I think the music also cut out even sooner, as I didn't hear any music after the main menu at all.

The visuals weren't the most refined, but they're coherent and create a pretty appealing world. I like the parallax backgrounds and the slime characters, they're very charming. Writing was also very charming and again impressive to have so much of it in a jam game.

With the lack of saving it's really annoying that the ending just boots you out to the menu, I might've liked to go back and try to grab a couple of the items I missed.

Overall, very good game, very strong contender for this jam. Good work!

Thank you for playing and reaching the end! I definitely should have at least put a warning before ending the game, but hopefully our much-needed save system will fix that in the future! I'm really sorry you experienced audio issues, I'm not sure how that happened as I've never experienced it in my testing. Perhaps a problem with our browser build? I'm glad you were still able to push through the game despite the lack of audio feedback, as it really adds a lot to the experience.

In terms of gameplay, I agree with a lot of your points. We would have loved to include a fast travel system to cut down on traversal time, but wanted to prioritize other mechanics and features. In the future, we would implement other mechanics that really encourage more grapple charges (e.g. grapple charges not always resetting when grounded, specific grapple recharge points, sections that use more grapple charges than usual, etc.), but hopefully our base mechanics give a good sense of what's to come!

In terms of the key items feeling unnecessary, that was partly intentional. The idea was that certain pathways could be traversed in different ways. Maybe the Bubble Blower would help reach a section that's too high up, but if you have enough grapples then you can try to manually grapple up instead. This gives alternate ways for players to reach their destinations which we hoped would give players more freedom and allow for unique playthroughs. Same goes for the Umbrella: Purchasing it helps to reach farther distances, but we provided alternative routes so that the Umbrella isn't an absolute requirement. This does mean that if you already traversed routes where the Umbrella would have been helpful, it becomes less useful. We hope that for future development and level design, we'll be able to create more scenarios where those tools can shine.

Thanks again for your detailed feedback, it's greatly appreciated!