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randomdooodle

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A member registered Jul 21, 2017 · View creator page →

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Nice update! It definitely made me have to play differently because of the penalty. And the movement speed increase is great too.

Thanks for playing my game Bonding Bites on the stream! I actually originally wanted to have about 25+ memories in the game before the jam ended but I started working on it VERY late and couldn't finish it in time. I had about 15-20 memories that were written but it was hard to edit them down in a way that fit, so I went with the 9 that I thought would work best for the jam. I really did want to expand on it more, and I think I will. You saying it could be a cool "storytelling rougelike" is absolutely what I was thinking in my head...but had to make something work within the time frame:) 

I really appreciate you hosting the jam and it was a good creative experience to try to think of a fun entry for the theme! 

Loved the art. The music fit in quite well too. Annnnd absolutely a fan of the difficulty options and their names:) 

Thanks for stopping by to play! 

I would've thought that all my metal gear solid infiltrations would've helped but I still kept getting annihilated over and over:( It's a challenge but I like the systems you've designed here and the levels seem to use them well. The art looks nice and the controls are easy to use. I did, however, somehow find it difficult to know when I could and couldn't use the skills without being seen...yet that didn't take away my enjoyment of the mechanics overall or the game. 

Oh I do indeed miss the days of getting into that flow state with Ninja Gaiden Black. Very nostalgic. 

It's good to hear you had fun and also enjoyed going for a high-score! Apologies for not putting in some better balancing but I was all out of MATHS before submitting the game and was just hoping it didn't fall apart. I'm still tweaking and messing with those sounds, you have no idea how long it took to make it feel/sound somewhat amusing without being incredibly irritating:) Thanks for playing!

Getting multiple use mechanics out of the vacuum is great. And I like the whole castlevania x luigi mansion vibe, absolutely a gem of a combination. The first time I played  I ran into some kind of bug on the second area where it no longer let me hover with the vacuum when jumping over the first pit? I had died from bats and respawned at the beginning but every time I tried to jump and hover over the pit (with or without sprinting) it wouldn't hover or lift me at all. Regardless, loved everything you did here. The reverse vacuum for the limitation is also perfecto. 

Aw, thanks for playing! It is very on brand to go broke in the current economic situation no matter what you choose:) Glad you had some fun, I appreciate the kind words! 

Yeaaaaah this is a lot of fun. I played it for quite a bit. Wrapping your head on how to best to use the movement is a nice challenge. And I like how the swords can kind of deflect your weapon. I also think the art works really well for this kind of game! Great work!

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I'm glad you liked the art. It's from the Premium Crayon And Kazoo Asset Pack by Damon L. Wakes. I know him from working in previous game jams and he makes a lot of interesting content! I believe they were drawn by hand and scanned in. Oh and you can totally download the assets yourself for FREE at the moment, he even has a gamejam going on that strictly uses the assets until the end of the month! 

(The credits are listed at the bottom of the SLIME TOSSER page)

Absolutely the right decision in my opinion to make it easier rather than harder. And it gives people more opportunity to see more of what you worked on. 

Parrying  being your only or main source of damaging the boss is an interesting mechanic and a good take on the limitation. As for feedback, I'm not sure if it was intentional or not since it's a jam but it was entirely possible to sit in one spot and simple mash on parry whenever it became available. And occasionally heal. This, however, only worked for the first two bosses. I also think having more visual feedback for when you're doing damage (other than the lifebar) would go a long way for the actual "feel" of the game. A good bit of content though all things considered!

Haha, I didn't take it offensively. Truly. I appreciate the feedback! Don't worry! 

Aw, sorry you didn't find TOSSING and EATING slimes interesting. I will make it my personal endeavor to FIX that with an update! Thank you for the kind words about the graphics and music, making the most of both of those within the time frame was definitely my goal for the jam. 

I enjoyed your storytelling and the epic shootout. A+

SLIME TOSSERS had "+" being used instead of a "t" for that reason and I wasn't sure if it was...intentional? I can't complain after saving $9,999 after all. 

Came across your page after seeing some of your art used in a game jam game. Randomly decided to play this one. And hot damn. THIS IS GOOD. It feels so fluid and has beautiful animation. 

Definitely felt the bullet hell-ness of it. I like the gameplay mechanic, and Yoshi's island is absolutely an underused resource. The UI, music, and art all work well together as well. I messed up a few times in the beginning because I didn't realize standing in front of the enemy  would make me shoot them the opposite way...but after getting the hang of that AND the gravity mechanic I was 100% locked in. Great work!

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Thanks!!! I tried to make the assets pop in the best way I could.

Good use of the limitation. And I think the minimal palette is great too. I had a little trouble on the first level where you had to drop an object, but I still had a good time. Nice job!

Thanks! There were a lot of elements I wanted to add (like waves and upgrades) but needed to get it working for the jam soooo I'm glad at least what I uploaded works:) 

Feels very polished, the limitation implementation is perfect, and its just a blast to play.  I had a lot of fun with this annnnd will likely come back to play again!

Thank you, thank you. I do enjoy creating things and I don't think I could ever stop:) Glad you enjoyed playing and I appreciate the comments!

At first I thought the controls for summoning and tossing/teleporting felt a little off or unconventional. But after a few seconds it really clicked with me and felt smooth. Once I realized it was auto-targeting, it just became such a breeze. Really put me into that "flow state". It's honestly a really great mechanic overall and super fun. 

Much appreciated! I enjoyed making the game so I'm glad people have liked it. 

The lighting effects made for a really unique look. And overall the art was actually quite charming.  I enjoyed playing but if you're open to feedback, I'd really like MORE enemies on screen and things to feel even faster. But great idea and execution overall and very fitting for the limitation! 

Glad you got a few laughs out of it! I appreciate the feedback!

Ha, thanks! And yes, GDevelop is fairly easy to use. Especially if you just want to prototype a quick idea.

Got it. Thanks!

Congrats on finishing your first game! The mechanic of inversing your bullets to keep the demons is clever.  HollowStarFire also did a great job with the art too. I think I ran into a bug where one of the fire demons wouldn't die and kept shaking but thats okay because I just pretended he was dancing to the GREAT music you chose:) Keep making games! 

I'm glad you liked the idea of TOSSING slimes for SLIME OIL and occasionally eating them too. Appreciate you playing and thanks for commenting! 

Well done. The post processing effect looks good and the physics actually do feel natural. I've never played or imagined playing a game with a spaceship IN A BUBBLE but its PRETTY AWESOME. Very satisfying to bump those little exploding baddies. And the last enemy with the laser is also a fun take on the limitation. Really well executed idea/mechanic , definitely glad I tried it out. 

Thank youuuu. Sometimes my interpretation of a Jam's themes/limitations CONFUSE the voting populace but I did my best this time to put them front and center:) 

Let's just say that I had a LOT of time to myself this weekend and really wanted to see if I could execute this silly little idea I had in my head. Thank you for all the kind words and taking the time to leave a comment. There's so much more I wanted to add and re-balance (I say "re" but truly I did like ZERO balancing because WHOOPS) so if you want to toss and munch on more slimes in the future there will definitely be at least another update or two down the road:)  THANKS FOR PLAYING.

I restarted like 10 times at first because Mr. Retired-Just-Dodge-Vampire is super slow without that first speed upgrade:)  But once I got the hang of it I really enjoyed running around and watching them all explode.  Also, nice use of the limitation! 

THANKS! I tried to make the gameplay mechanic work as much as possible within the time I had:) And yes, I totally love handmade art and wish even in AAA games it was used more.  

(YOUR ART IS FANTASTIC BTW)

So...the art is AWESOME. In game and the splashscreen & cover. 1000/10 for that. The idea and gameplay mechanic of an evil fruit wizard that funks with your controls? Also a winner. Great stuff. 

Feedback: I had some issues getting the game to run in fullscreen properly, whether in Chrome/Firefox it always cut off a lot. I was however able to get around this by just zooming out in the browser.

The idea of killing certain enemies so their color/shape platforms activated is a mechanic that could be neat to explore further. Hitting enemies with your attack though is pretty difficult:(  Also very heroic music choice and I think it's good that you can restart pretty fast when you die.

Does this mean that if a game is made it can't use any assets that were premade? I mean assuming the rights and attributions are correct is that considered an issue?