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A jam submission

Slug In HeatView game page

Don't dry out under the Sun's heat! - lowrezJam 2022
Submitted by rickylee (@ricky_mook) — 4 days, 21 hours before the deadline
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Slug In Heat's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#413.8983.898
Audio#543.8863.886
Overall#594.0434.043
Authenticity (use of resolution)#784.6364.636
Graphics#1133.7503.750

Ranked from 88 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
Just me :)

Was the resolution a challenge?
Unity physics rigidbodies colliding AND snapping to a 64x64 grid is that hardest thing I ever got working in a jam.

What did you learn?
I figured out the BEST way to reward players for completing a platformer with awkward controls, you'll have to play to find out though :)

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Comments

Viewing comments 60 to 41 of 64 · Next page · Previous page · First page · Last page
Submitted(+1)

This was quite fun!

I always like to see unique approaches to the old platforming format, but I think I got myself a moderate case of carpal tunnel syndrome already! (It would be interesting to have a keystroke-counter on when playing)

My older game for LudumDare45 had a similar dilemma. The controls relied on tapping and felt like a “fundamental” part of the game, but it still would be necessary to add alternative control-scheme for players who don’t have iron wrists!

I guess in your case it wouldn’t detract the experience much if applied properly.

But yeah, keep up the good work and keep trying new stuff!

Submitted(+1)

Nice!  Simple, easy-to-learn mechanics made the game really fun to play.  The checkpoints were much appreciated and the trial and error nature of some of the puzzles was rewarding rather than frustrating.  Also, cute ending.  Well done!

Submitted(+1)

When I did LD48, everyone's constant complaint was that you couldn't hold to move.  I feel like I understand why now - but NO!  It fits perfectly, I AM the slug.  It's pain is my pain.  I'm amazed you pulled this of in Unity.  (Please take that as a compliment from someone who has done far too much work in it)

This is awesome.  Turn-based survival slug.  Exactly what I needed in my life.

Submitted(+1)

This was fun but I think I developed an RSI by the end :D

Submitted(+1)

Really nice entry!

Specifically the gravity bending stickiness to the clumps of land was surprising and fun to experiment with where I could get to with one jump.

Great job!

Submitted(+1)

Wow ! Very cool jump mechanic, and "survival" bit is interesting. 

Sometimes missed option to move more then 1 pixel )

Submitted (1 edit) (+1)

Cool game. I like how you used to ponds as checkpoints. Not a fan of the key mashing. It would be nice to hold down to move even if it was slower than tapping. I ended up 2 handing my arrow keys for more rapid presses. I liked the all-surface platforming, that was very interesting. I think some of the level design became a bit repetitive, but overall it was fun to navigate. I got worried in some parts where you can fall down to earlier checkpoints, I ended up suiciding off the right side so I didn't have to climb again.

Becoming a snail was a funny twist. I would have loved to see the snail's movement abilities become more important, with levels designed specifically for the new mobility, but jams are gonna jam right lol

Good job overall!

Submitted(+1)

Meditative and HARD! My fingers are tired. And Grig in ears. Cool!

Submitted(+1)

Slugtastic! Once I got about halfway I knew I had to finish, rewarding ending after some grueling jumps and finger-wrecking keyboard-bashing! Adorable graphics, nice tying the sun / dry out to the speed of the music. Reaching each little pond felt extremely rewarding. Well done! :D

Submitted(+1)

Very immersive slug-like experience. The struggle of getting from puddle to puddle is real. I like the way the background and the music slowly change as you get more dried out. As you said, the ending is very satisfying. I also appreciate the double meaning of the title.

I know having to slowly slide along by mashing the button is part of the joke, but I think the mashing could've been toned down just a little.

Submitted(+1)

Slime parkour. That's all we needed. Sound's effect pretty good

Submitted(+1)

Gool game with some interesting mechanics. Unfortunately my wrist started hurting from the mashing to move so some alternative would be cool for that. The jumping was interesting and made for a lot of strategic thinking to speed up certain areas! Good job!

Submitted (1 edit) (+1)

The main mechanic is pretty solid, I wished the slug moved like the snail did though. Took me a while to realise what the pools did. Definitely a game made for speedrunning, good addition with the timers. Solid entry.

Submitted(+1)

This was really cool. It somehow felt like both an authentic slug experience and an engaging platformer at the same time, which I wouldn't have thought possible before playing this! Nice job.

Submitted(+1)

Game is fun. A bit slow but can get pretty fast once you get used to it. Music fits crawling around as a slug. Graphics are simple but defined. Looks good. Took me a minute to notice the slug trail and the checkpoints. 

Submitted(+1)

Fantastic game, 21 min of Morning Mood with intense struggle for survival completely made me forget about the jam limitations and even about real life. Definitely one of the best games of this jam. If it’s not a secret, which service did you use for the leaderboard?

Developer (1 edit) (+1)

Thanks a lot! :)
I used Loot Locker, I heard about it from looking at Score Space Jam (loot locker is that jam's sponsor) Its super easy to implement and use -  Heres a short tutorial from their youtube. Its free up to 10,000 users (people on your leader board) definitely check them out!

Submitted(+1)

This was amazing! I was so happy with the satisfying ending and really enjoyed how the music would slowly slow down as you desiccate. One thing I would suggest is making the slime trails and swamps a different color so as not to cause confusion. But amazing job nonetheless! :)

Submitted(+1)

I enjoyed the fading effect of the slugs color as it dried in the sun. Fun to play.

Submitted(+1)

Very cool. I’m curious what you did to get snapping and physics working. I came to a pretty simple solution after pondering many harder ways. In any event, I like me a good slug and have never played as a slug before. Very excellent idea.

Developer

My method was a bit brute force.

I had it set up where moving 0.1 in world space was exactly 1 pixel. But the jumping physics are free and continuous - so with LOTS of little ray casts feeling for surfaces I could round to the pixel after a collision ^^ and rotate the slug.
though it doesn't always properly rotate to it's surface, and there are places you can end up inside the floor...

What was your method?

Submitted(+1)

Interesting. Where’d you put the code that handled the .1 => 1 pixel code? It works nicely. I like ray-casting. It gives me a nice sense of satisfaction when I get it working.

I ended up adding a child GameObject that held the sprite and animator (in my case). The parent object has the collider and rigidbody. I let the physics engine move the overall object. The child object that renders the sprite would then round the parent’s position and set its own position accordingly. The collider is a factional pixel off, but that was fine for my needs.

    void Update()
    {
        if (SnapToPixel)
        {
            Vector3 roundedPos = transform.parent.position;
            roundedPos.x = Mathf.Floor(roundedPos.x);
            roundedPos.y = Mathf.Floor(roundedPos.y);
            SpriteRenderer.transform.position = roundedPos;
        }

    }
Developer

Mine was set up very similar! but I moved the parent, and rotated/offset the child on certain surfaces.

Think I used pixels per unit = 10 on everything, that gave 0.1 world space per pixel. I should have used per unit = 1 thinking about it... -_- much easier to round everything to an integer than to 0.1 ,':/

When moving the slug pixel by pixel, I didn't use a force to move, I used transform.position to move by a pixel (0.1) in whatever direction. Only the jump used 2Drigidboyd forces, then when the collision happened i'd snap back to nearest pixel, and move using transform.position again.

honestly if i'd have used pixel per unit = 1 I may have been able to use your code and simplify my problems a lot..

Submitted(+1)

Ja, I was at a pixel per unit. I didn’t do that intentionally in the beginning, but it worked out nice and saved me a bunch of time. Thanks for answering.

I was playing Slug in Heat again this morning. Very neat idea. There are so many little things to pick up from jam entries to store away for inspiration.

Submitted(+1)

Cute game with fun and unique gameplay (dat ninja jumps, omg)!

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