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"On the point of the slime jump timing could you elaborate? "

Sure thing! They're on a timer, but because they pause it's hard to tell when they're going to start jumping again. So I can count a second in my head, but if I count 0.9 seconds or 1.1 seconds then I just run straight into the slime, or jump right over it. If it maybe squished a bit half a second before jumping to telegraph the upcoming jump. 

Mario 3D World deals with this by putting it into the music, with the beeps signalling that things are going to change and a colour pulse as well. Without that I think those levels would be next to impossible.

https://www.youtube.com/watch?v=GDq1uoC36Z8

I actually found getting the timing right easier on Shooty Bois because of the laser pulse, I knew every second pulse the slime would jump so could prepare. Without that consistent timing for me to get in sync with, it just felt like random chance whether the timing would be right.

It sounds like you already knew a lot of these things already, and have improved it which is good to hear! I'll play it after the jam when you update it, because I'd love to complete it. You also solved the design challenge that we didn't in our game with the multiple abilities. We ended up going multiple characters but you found a way to make it work with "only one" character still.

- Joe

(+1)

Oh wow a visual queue would work perfectly for that! I see what you mean! Maybe squish down a bit like they are ready to spring and get a little darker or something! Maybe even put a little charging up a jump sound effect for good measure.

My idea actually started out as being multiple characters as well! I forget the exact moment it evolved into abilities, but I was always using these colors in the placeholder sprites and I thought "Huh, maybe the character just changes colors with the ability instead" Then I came up with the slime idea because usually they are pretty colorful fellas haha. Don't sell yourself short because your characters had a lot of charm! I really liked your approach!

Thanks for detailing what you meant! I'm inspired so I'll probably work on that enemy mechanic tonight!