Thank you for your constructive critique! I also want to go back to this project. Sadly I've been heavily focused on other game project for my SFW account, and that one has a strict deadline. Thankfully, that deadline is next week and I'm almost done with it, so hopefully I'll be able to return to Professor Lyme's adventures soon (if only to be horrorized at the souce code, since I'm sure I'll find a tangled mess, hehehe)
NSFWacky
Creator of
Recent community posts
If by "Combinational Explosion" you mean the large amount of different parts for the slimes, that wasn't bad at all. On the contrary, if I were to add more parts, or a new Slime Level, drawing the new parts would be quite easy. It does take a bit of time, of course, but it's not difficult at all.
Now that the Jam is over I'm hoping to take this little interactive toy and turn it into a much better version of itself. Let's see what happens!
And, hey, thanks for hosting the Jam! It was super fun! (super stressing, too, but fun nonetheless)
Quite a cute, little visual novel. Of course all the characters are parodies, but I'm fine with that. The drawings were cartoonishly adorabe.
I like the concept, although I found the "game" to be terribly easy. I managed to unlock every room. The trash mechanic is not really used here, so I don't know why it's there at all. I expect it'll be relevant in a future version of the game.
Regardless, I really liked what I saw. The sex scenes were quite well written and engaging, and I loved the way you aproached them. I hope to see more of this project!
ALSO, ONE TINY DETAIL: I originally played this on a Firefox browser and the graphics for the buttons to go anywhere were very, very spotty and unreliable. Only after updating everything in the game I decided to try from Chrome, and on that browser everything works just great. This is not your fault; most likely Firefox's latest updates that have broken several things regarding in-browser games.
I should suggest, however, that you also allow players to download a desktop version of the game. It'd be a nice option to have.
Oh my, it pains me to write this comment, because I love, love the core idea here... but there's just too much jank to deal with!
I'll start with the positives: the whole concept is just FUN. I love the idea of using some sort ot chemistry gameplay to obtain new elements and items; and it's in 3D to boot! The lab is a bit cluttered, but that's not really a problem: you don't really have to much a lot around to get to things.
That's... as far as the positives go. We really need to talk about the jank, although many others have commented on that. First things first, the mouse sensitivity is way too high. I got used to it after a while, but it kept as a constant issue; and that paired up with the dodgy interction spots. I lost count of how many times I picked up the slime girl from the Extractor instead of pickingup the jar with the raw ingredients. I've battled my way through the flask counter, and the buttons on the shop sometimes didn't want to work at all (I've downloaded the "StoreFixed" version of the game).
But all of those things can be dealt with. My biggest issue was that I felt lost all the time. I've tried mixing stuff in the cauldron and I managed to get the lube, but after that I just couldn't really get anything else. I tried different mixes, nor just of slime and water, but also the ingredients that you could purchase online. Nothing seemed to work.
Then I noticed that some of the flasks containing ingredients were apparently empty, but in fact were still full: you could see a little bit of the ingredient on the bottom of the flask if you held them up, or when you placed them on some of the machinery around. That made me wonder if I wouldn't have accidentally attempted toput in the "out" valve of the cauldron a flask that was already full with something else.
The game desperately needs a bit of a better tutorial than just notes stuck on the machinery. If you forgive me, I would like to suggest a series of improvements:
Mouse Sensitivity Option: Self-explanatory. Moving around in the current speed is annoying, if doable.
Interaction Prompt Text: Consider adding a little text somewhere on the screen (on the bottom of the screen would work just fine) indicating what is the pointer currently looking at. For instance, if it's able to interact with a flask, have it say "Flask", or if it is pointing at the slime girl, have it say something like "Pick Up Slime Girl". It's dumb, but it may help tremendously when attempting to interact with dodgy collision boxes. Just something to let the player know better what they are about to interact with.
Shelves vs Counters: Maybe replace the flash counter with a flash shelve slotted into the wall. It will free some walking space, and the player will have easier access to all the flasks, since now they are in a vertical space.
Trash Can: I may have missed this, but it seems that every time you buy an ingredient you also get a new flask. There may be a point in which you can no longer juggle those things around, since there won't be any space left to place them. Maybe consider adding a place to dispose of some items; not just of the ingredient within the flask, but also of the flask itself.
Those feel like the most needed changes. I genuinely think there's a lot of potential for this concept, but it really needs more work. I rather enjoyed what I played, but it became frustrating very quickly. I'll keep an eye on it. Good luck!
So glad you liked it! Yes, part of the core concept was to make sure that every "Perk" had a proper evolution depending on the elements of the original slimes. In theory it's much easier to do, although in practice it required a bit of work in the art department (over 60 individual "Perks", to begin with). It's not as bad as it sounds, it just took a bit of time to draw and add each item into the game... ... ... which is also why I had to cut a few other game elements out. :-P But still, the end result is rather nifty, if perhaps also a bit lacking in core features.
There was a LOT of care put on the writings for this game. What an exceptional reading! Yes, the art is mostly functional and, at times, rather hilarious (can't get over the way our protagonist walks around), but the writing really makes everything better. I sure wish there were specific drawings for specific scenes, but I understand the limitations of the deadline.
If I would have topin-point an actual issue, I could mention one: the way you interact with the world: I get that drawing thecharacter facing in different directions would have been more complicated, but the blue orb thing was a bit difficult to get used to. It felt... cumbersome, in some way. Nothing game-breaking, though.
I really hope we can see a version of the game with improved graphics; but, for the time being, the narrative alone is doing a massive, massive heavy lifting here: it's super engaging and alluring. Well done!
I rather love the concept here. I've never played "Fossil Fighters", but if it's anything like this game then I'm sure I would have loved it, too.
Sadly, I think I did something wrong or there's a mechanic that I fail to grasp, because I keep getting stuck in an endless loop trying to defeat enemy Dinos placed on Blue tiles during battle: neither I nor them can properly hurt each other (the attackes keeps staying at Zero).
A pity, since I quite like the general game loop here.
I completely understand. The way the colors work is that the fruits give the Level 0 slimes a strict color scheme, and then the Fuser takes the color values of both slimes involved, and combines them.
One of the things I had to cut out from the game was a ReColorer, which was specifically to change the hue of any slime. That is definitely going to be added in a future, more complex version of the game.
Thanks for playing!
Whoaaa, this is one of the most complex, complete games I've seen in this Game Jam. The core idea is tight, the gameplay is silky smooth, the card mechanics are spot-on. By far one of my favorite games of the Jam. My only complaint is that the UI can be a bit cluttered sometimes (the size of those text fonts is a bit too much), but that's really all.
Oh, and I hate the Isolator with a passion. That battle was a long, tedious drag.
Other than that, a most wonderful little game you've came up with! Congrats!
A quirky little thing, and I quite like it. Funny characters, lovely designs, and amusing fusions. I just wish there was a bit more than just fusing characters to see what pops up, though (although that's rich of me to say, since my game also has you fusing characters in a similar fashion).
Nice one!
This was a really nice surprise. The platform gameplay was already good, but I wasn't really expecting the ANIMATED cutscenes. Really good stuff. I will say, however, that having a map would have been tremendously welcomed. :-P Regardless, a really good game that I want to se more of. Those cliffhangers, man!!
I'm amazed that you managed to make a Minesweeper Roguelike work. The gameplay was very smooth, although I would have appreciated a handful of sounds for when you correctly or incorrectly click on tiles. I was also brutalized by the first boss: I got the pop-up boss and that was a NIGHTMARE. Forcing your players to type under stress is not the worst idea, but it completely took me off the game. Could I suggest you instead offer 2 or 3 options to reply with? That way the player will keep using only the mouse and you are still forced to quick-read the pop-ups to know what to click.
Other than that, the game works well and it got me quite hooked. Well done!
It's an interesting concept, but quite a bit janky and unintuitive. I managed to get the Red Egg, but couldn't progress much further. I am certain that I've tried all possible combinations with the Swamp, the gear, and the moods, but I seem to be missing something. It's a bit frustrating, to be honest; but I really like the general idea and I think this can be expanded much, much further. Good luck!
Thank you! The sad truth is that the game was meant to have a more complex gameplay system in which Professor Lyme had to fuse specific slimes to satisfy the requests of clients. This would have brought cash rewards that she could use for her experiments,since, originally, creating new slimes and also fusing them costed money. These mechanics had to be cut out to make the game ready before the Jam's deadline.
However, I am planning on working on the game, post-Jam, to add all those features one by one, so there's still more of Professor Lyme to be seen!
Thanks for trying my little experiment!
Probably the hairstyle. At Level 3 each slime gets a random hairstyle, and, after you fuse two slimes with hairstyle, it's a 50-50 between both for the hairstyle of the fusion.
Or maybe you refer to the perks system. Feeding a fruit to a Level 0 slime grants it a specific Perk (a body part). If you fuse two slimes with the same Perk, the Perk level of the fused slime adds up both values.
If you mean every possible combination of Perks, that was actually quite easy to do: it's just a main "base" slime body that is decorated with specific parts. The really difficult thing was to make the whole grid system work flawlessly, mainly because I overcomplicated it from the beginning and THEN I wasted nearly four days trying to solve a couple of incredibly stupid coding mistakes.
Thanks for the kind comments!
Didn't expect to see an old-school, first person, pseudo-RPG in here! The aesthetic is superb, although the gameplay is a bit too simple. The keys are a bit of an annoyance, since it's hard to pin-point which key goes where (some of the colors are too similar to each other). Regardless, what a lovely little game. Would love to see this concept expanded into something bigger.
The lack of any kind of sound is a terrible detriment for an otherwise wonderful, wonderful game. The N64 aesthetic is right on point and the control is quite nice (hey, a jam game with controller in mind? Very nice!). All the characters are adorable, but, seriously, the lack of sound hurts this game so much.
It feels like the framework for something much, much bigger. The general gameplay and control was very good--perhaps a little "floaty"--and the aesthetics were just very nice. There's, however, a considerable lack of... well... stuff. I think this could become something really great, but as it is right now is, as you expressed in the game's page, "mostly intended for experimenting with visuals."
Thank you! The sad truth is that the game was originally much more complex, but most of it had to be cut out to make it in time for the Jam.
However, I am planning on keeping working on this project post-Jam, adding all those extra mechanics and stuff, little by little. You have yet to see much more of Professor Shirley Lyme!
Simply put, one of my favorite games so far. I've been meaning to make a potions game of my own for a while (not NSFW, thought) and this one is just GOOD. I just would have loved to know that I could store potions directly in the tray on the top of the screen, but I think that was a "me" problem.
Really good one, here. Congrats!
