Glad to hear you liked it. There's no much to do about the intro (AnimationPlayer is pain to work with T~T), that's why I added the skip.
Luozcuridad
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The title was a joke of the graph of Metal- Guilty and Gear - Slug. Alternatively, Slimeslinger is more fitting, but I wanted to be the first one to use it. Gotta admit I got a "dump" of game ideas, so I rarely take into account the theme and focus more in what I want to try. Funnily, I completely forgot there was a theme the first and second year. They just fit by serendipity.
Yeah. Seems that the platforming felt rush because it was. I tried going for a PICOcad look that didn't work with the lightning I had. I wanted the game be quick and snappy, so skipped the gameover for just resetting you back to the checkpoint and that ended up glitched too.
I don't plan on working much more in this game save some polishing, but do want to take what I learn to make more 3D games.
Glad to hear you liked it! The controller was meant to be much more like Ultrakill with movement options and a style meter, but they were cut because of time. The player controller basically got gutted on the last stretch and that affected the whole project. The original level was much more open so you could choose blast through the horde or climb around for a secret achievement like in Ultrakill. There was also the idea of a shader and decals for more slime, but again they were cut because of time constraints. The code for decals is still but never made them work correctly.
It was a bit of burnout, but mainly I wasn't satisfied at all with the game. I felt it was incredibly derivative of Didnapper without any of the cool new mechanics that defined it. I wanted to do a whole reboot, and cutout a ton of the monsterlords to fleshout the story ones.
But the project in the reboot lost steam and I prefer to cancel instead of dealing with sunk-cost fallacy. I do still wish to do something with monstergirls, if you have checked some of chinese year it had references to a Queendom full of monstergirls, but I gotta see how that project pans out.
Thanks for the detailed review. I've to admit that the game is falling at the seams, there wasn't a cutting room floor as much as there was a cutting room building. But learned more than ever how to work with the engine and can't wait for another game jam.
Also, the song in the dev room is actually a SNES cover of "Despacito", check Hooded Edge's YouTube channel, a treasure trove of bangers over there.
Really cool, I remember seeing this project when it took place in the world of Pocket Monsters. I dunno if this is common in other visual novels, but I love comic book-like visuals, instead of the usual CGs. Obviously, an influence from Suspicious Links. The panning shot at the abandon center was my favorite.
That said, as a Latin American, my only complaint would be the use of Latinx. Aside of that, can't wait for its completion and release.




