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SlimeDevStudio

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A member registered May 04, 2023 · View creator page →

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The cover is so cool. It's a nice straight forward game, I love the gameplay mechanic of throwing and teleporting into a knife and I see a HUGE POTENTIAL for this game!

It will be better if you make this as a 3D Platformer game like climbing a castle/tower/etc claiming the bags or run from bosses attacks/projectile while claiming the bags with your knife in a small area! its a huge potential and will be much more fun. T you can make the map more small and add more challanges to the map! Overall its a solid game, just need adjusting in map size and map obstacle. Love It!

OMG loved the game, the visual is so cuteeee!! all you need is a click sound effect, a nice background music and it will be a solid and polished game! The gameplay is simple and pretty straightforward. Love It!

Yo this game is awesome. I'll first give a props to the aesthetics, It's so cute! I really love the packages inside the trunk jumping around as I create terror in the neighborhood with my abyssmal driving skills. I also like the detail of giving player slight clue on the package distance between the objective.

All things said, on the theme part I feel like more theme integrations should be added. Then the camera needs slightly more refinement a I personally think the view was slightly too low. But other than that, the simplicity of this game is definitely a very good hook that piques my interest.

Lastly, I want to talk about sound design. I really like the fact that the soundtrack portrays the game really accurate. It really sings "What could possibly go wrong in this morning package delivery shift?". 

From visuals, system, sound, gameplay, and UI, if I could describe the entirety of this game in 1 word,
that would be : "Smooth".

This is game is an amazingly done minigame. It's really cool how you integrate the theme of the jam to the game, and the gameplay is definitely a simple one, but a really good one for when you want to have a small competition with your friends. 

It's definitely a 3 days project. It's just that the voting period, inputs, and feedbacks so far really make us contemplate a lot of things for us moving forward from here. Honestly a lot of things happen since Tuesday that reminds us of our dream once again. In addition to that, all of your comments today really opened our eyes a lot of things that we can learn. We just realized that if we could've done more in the past, things would be different. But there's no use looking at the past now, we will carry these momentum, lesson, and experience we just get to the future and gallop on. 

The deep connection comes from our rebuilt solidarity, valuable lessons from the community, and most importantly, the smile of those who played our game.

To answer out motives behind this, is probably because of the condition of our studio. All of us are in different colleges and our daily responsibilities keep dragging us away from gamedev, our dream. Our studio is one that's made from long-built friendship, once everyone finishes university we will have our own lives and We'll expect things are gonna be hard for us to get back together like this again. Not to mention that our game designer is studying far from the rest of the group. This game is the one that put us back together again in a very long while, and we're also suprised that we can make a game that reach this far despite the fact that our teamwork weren't what it used to be.

Basically this game is a rare opportunity for us,  and we won't let this momentum fade just yet. About playtester part, actually as you can see about other comments there are not much, but satisfactory amount of people that enjoys our game. Of course we'll still look the overall final rating as our final benchmark and taking in your suggestion, we'll act accordingly. Another thing that motivates us even further is the amount of smiles we can see  from our playtesters (this is what my studio members tell me on my personal experience in my university) when each of our member share the game in our corresponding universities. Those smiles are really what matters the most to us and a really damn good motivator.

But that's all the answer for the question on your first sentence. The advice you gave us about commitment to a game production is really damn good advice.  We are deeply grateful for the valuable lesson you shared for us.

This game has one of the most out of the box theme implementation of idea I've ever seen on the jam so far. The fact that you manage to design such an interesting game and nail the execution well is nothing short of amazing! Not only this game have the potential to be great, but this game is already great from the start.

In terms of gameplay, I enjoy the the flow of the game  with the casual demand of calculating the risk and reward. And when I thought the game will let me stand up from my seat after few minutes of fun experience, a boss event came and this game SUPER GLUED MY BOTTOM back to my seat, how foul  xD . 

Did I even mention the aesthetics? It looks really calming and it really put the game together so well. The sound design make it even (more!) better, it's for me one of the most important aspect of a slow paced/little action games like this.

The only regret that I have, is that I can't blast the ost when playing this game in the middle of college lecture. I'm putting this into my game collection and you're not stopping me! >:)

Woah! This is the first feedback that addresses something negative about the game design part and fortunately for us, it's very constructive! The design philosophy we stood by, is the fact that we can't make something that will appease everyone and this is one of that case. That doesn't mean we just throw valuable feedbacks such as these into the trash bin right away, especially the ones that doesn't sugarcoat it.

The fact that you bring up the topic about player agency aligns well with some contents that didn't make it to the release. That includes manual global reroll button that reroll your powerup with the risk of rerolling enemy too,  and powerups being able to hit multiple target and powerup crates more consistently to allow the player "rig the rng" and that means fixing the bug where if we shoot a powerup crate, another powerup should be the one that's next in the queue instead of the current one being constantly spammed.

But those only fixes a relatively small margin of the inherent problem that our game's core mechanic has, since our target audience are the one who take a joy in gambling which in its root nature has their risk/reward value determined completely by rng. Another problem is that the challenge we provide to our player are those of adaptibility skill, which really not engaging at all for players that highly value the freedom of choice from the varied pool of ways to play the game.

That said, we're not giving up on enhancing the player agency element from our game! We're trying our best to add more content in the future that addresses this constraining feeling of not being able to play the game the way you want. More powerups that you put in a loadout before you get into the game, some buildcrafting system that greatly expands player's agency in "Skillfuly cheat your luck", the list goes on! Of course without removing the design pillar of what makes this game well... this game.

We already highly appreciate the feedback you give without sugarcoating the main game design issue. But if you would so kindly fulfill our selfish wish… Is it okay if you give us more suggestions on the things we should add/fix/etc? This will go a long way on improving our game without removing the design pillar of the game itself, This one is totally optional, zero pressure given!

You really did good job on the core gameplay mechanics, i really hope it can be improved further. Also, an English translation WILL be the best option for getting more players. The visual should be more engaging, try to look for more references it'll help you and adding vfx can make it better.

YOYOYOO, What in the hidden GEM is this!!!

The camera shake, SFX and blood burst is really satisfying, you really hit on point with that+++.  The core gameplay is really straight to the point and make player focus on the highest score, it's super fun and addicting! The tutorials are clear and gameplay went smooth. I think the visual looks can be better by adding shader or filter like glow, bloom, etc, and the vfx can be more detailed and complete like rn you need player hit notice so it's more engaging, also you can try implement your sfx, camwork, and vfx on that player hit xD.

You can also add more variety to the horde and their ability uniqueness so it brings more fun! also you can add variety of weapon/tools/skills for the player.

It's a simple, solid and engaging hidden gem. I love it!

WOW. I really like the gameplay mechanics, it's super fun and engaging. I can play this for hours xD, The core gameplay feels really solid and addictive

The only problem are the visual and sound. For it, first you can try to create a visual style guide on how your assets can match the story theme and how can it be engaging + blend so well with the theme.  You can also try to sketch all the asset first and try to mix and match every asset's style so it can balanced each other and boosting your visuals++.

But seriously, the core gameplay is super solid and fun, just need improvement in the looks! Looking forward to the next update!

First of all, this is one of those games I found in the jam that doesn't just shove in a dice mechanic willy-nilly or have a carbon copy of something else and slap the dice there just to aura farm. That alone deserve a high rating on the theme, amazingly done.

Now let's go into the gameplay. At first honestly feels kinda confusing on what is happening and the tutorial on the game page need more details. Once you get to understand the game, It's a really fun game about optimizing things.

The aesthetic meshes with the gameplay very well  as it looks really clean and simple. But 1 of the things that I like the most about this game is the music, this is such a banger.

Welp, all in all it seems that this game is going to be stuck in "Games that I play during lecture" Folder for a really long while. 

What a BRILLIANT IDEA!! I love how you combined the Tetris vibe with roll the dice theme. The gameplay is straightforward, the tutorial explains everything clearly, and the whole design just flows so well. It’s simple yet incredibly engaging.

The only thing is, sometimes the RNG can feel a bit punishing like when the numbers just don’t match and it blocks your momentum or your effort after stacking the dice. Maybe a slight tweak to the dice rolls RNG would make it even smoother and keep players more focused on pushing their high score.

Overall this is such a clever and solid game. Amazing!

Honestly a pretty fun one, the theme implementation is pretty well integrated into the game. I had so much fun playing the game. I really like the difficulty setting of this game, and how you soften the rng factor in the game by putting reroll in.

Variety of enemies paired with the tool that is available  really makes the gameplay flow meshes so well. I also like how the skill expression in this game is encouraged to be mixed with 2 major elements, which are the one that's more into mechanical (move, dodge, aim, shoot) and strategical (setting up the trap at the right position given the randomized resources).

The overall gameplay with those amazing visuals is an icing on the cake, sound design? That's the cherry on top!

Thanks for your feedback and rating. This is our base release for what more contents to come in the future, consider this game a short demo for the full release later on. 

Thanks for your feedback, that was a slight band-aid fix to other mechanic we planned initially that didn't get to the game. We already rated your game, it's a total banger!

What the WOW lmao! This game is really cool and funny xD. I really don't expect having a literal arm for cursor. I definitely like the goofy implementation of visuals.  I like how the goofyness atmosphere and settings supports the simplistic but enticing mechanic in the game.

This is also one of the more polished ones in my opinion, so good job! I recommend you giving the dices outline if the actual cursor behind the arm can take the dice out (unless if the game was designed for you to play as a clumsy captain, which is kinda fine imo).

This game is really a perfect depiction of peak humour. It's funny how you're in a spaceship with dices as your defensive turret, and the only control on that turret is A BIG RED BUTTON. 

Cinema can't be this absolute.

Yo, this is one of the games with a really good sound design. I really like the overall simple gameplay.  This game's goofyness level is so peak xD, I can't help but giggle almost whenever something is happening inside the game. 

At first I really don't see the theme of the game anywhere, "where's the gambling", "where's the part where someone got destroyed by their bad rng", yada yada. Then I was like "ROLL THE DICE! THE JAM THEME IS ROLL THE DICE! THAT'S VERY GENIUS!".

Since this game kinda has snake and dices going on, I want to see ladder being inside the game too for the funsies. I got 400 score btw, can't get higher because I have this sickness called "skill issue".

So first of all, I really like the base idea of integrating dice  into bullet mechanic. But honestly more dice mechanics need to be expanded in the game. Just seeing that this game was meant to be a survival horror FPS already paint a great picture in my mind on how will this game turn out to be given the time and resources.

Imagine this, you're in a room with monsters, and ur out of ammo every minutes. Each of those breathtakingly scary moments made u wish the dice don't fumble, that will surely keep me on my seat. Initially I thought needing to hold M2 to lock into gun view is kinda weird. But WHAT IF, what if when you're unlocked, you can anywhere without removing movement direction. Pair that up in a chase scene where you need to look back and you can get jumpscared any moment, that will surely get me.

This is really one of unfortunate cases where the lack of time and resource halt some of the progress, but I can really see this being a very solid game on its peak that u can enjoy in a game night  hearing your friend scream in a Discord call getting jumpscared.

Woah woah woah hold on, what is this banger? 

At first I thought this is just an average number turn-based game. But as I get more dice types, more powerups, more enemies spawning in the same room, I can't get off from the game.  More dices types coming in with unique effects, then I start to try building my dice around focus fire light cost build with some aoe. Turned out pretty great.

But, idk if I'm just lucky or the game need higher risk to spice up the gameplay. I didn't need the health potion at all because every room my health got restored to full (Is it a bug or a mechanic that I really don't understand?).

I imagine this game will even be better with the addition of bossfights or recruit more goblins so that I need to calculate my moves more in order to keep all of my goblins alive.

You know what's better than slapping a base idea to a gamejam? A well-polished base idea, and this game is one of them. It's amazing how well-polished this game is. I also appreciate the fact that you put convenient tooltip for every dice that I have in hand.

This game is so peak. But before we go anywhere, I had to stop for a solid 3 minutes just to bop to the music. I also really enjoyed the visual, there's this indescribable vibe on how every visual elements just meshes so well together across the entirety of my gameplay.

Does the good stuff stops only this far? NO! The level design is really well made, it's as if u know the player intention in the background. For the record, I tried cheesing some parts by just try to fly the maximum distance and glide over everything while shooting on stuff that's dangerous just to bang my head to a spike xD. 

Finally, let's address the best thing this game has. See all the wonderful stuffs I mentioned? It's all happening with only 1 button needed, now that's a really genius idea.

The gameplay is interesting despite its simplicity, and the dopamine rush from playing can make people want to stay longer.

My suggestion is to improve the sound design so that it better matches the excitement players feel when they have to think quickly.

The visuals are simple yet very fitting. I really admire the eye-catching VFX in the game. The audio is excellent, and I believe it encourages players to play for longer.

Perhaps the game could be further polished by adding more skills or mechanics so that it doesn’t feel repetitive.

I like the vibe this game tries to convey. Mechanically, it encourages players to play longer. The background music is really fitting and well-done. The art, although simple, is clear, consistent, and appropriate.

One suggestion I have is to fix a few bugs, such as when the dice panel appears on its own without being hovered over.

I really like the songs, especially the opening song. The gameplay is simple and very exciting. My suggestion would be to make the enemies more varied so that it's not too repetitive and to make the map more interesting.

Won't lie I needed some time to understand all the mechanic. But after few re-reading and trying to understand, I immediately knew that this game is the one that has a really well thought-out concept.

Unfortunately this game is one of the cases of overscoping  relative to the time you're given with in a gamejam. Outside this jam, I really want to see how the game get developed further given enough time and patience.

I'm really sure this game in its optimal version will give a new perspective to a normally careful and calculated puzzle game into a chaotic-ly calculated puzzle, which is something that I want to see come true especially with this briliant behind-the-scene idea.

Really cool concept, the moment I entered this game and did my first run my imagination already goes wild on where can this idea be developed further. Using time as a health is a genius idea, not to mention having variation of powerups to back that up in an rng type game.

Aside from that though, the level design needs more improvement because it doesn't catch up with how satisfyingly fluid the movement control is on the build version.

Just by looking at the base idea leaves me craving for more. More powerups, more enemy types, more guns, more everthing. I really look forward to the polished version of this game, because that third arm appearing out of nowhere catching me off guard already tell how much creativity ya'll can unleash given enough time and resource. 

This is really the kind of game where you can invite your friends over for a friendly score competiton and get a good laugh off solely because how creative the suprises are.

Honestly I don't really feel the "Roll the Dice" theme that much despite the randomized tasks, but that topic aside.
Let me first address the ambience in this game, the visuals and the audio is absolutely stunning, I can't stop feeling "woah" ambience-wise in my entire experience of playing this game .

But in terms of gameplay despite the relatively high and constant satisfaction, I just feel a slight lack of "oomph" after finishing each task. 

Overal I'd say this is the kind of game that I will always get back to when I want my 60 seconds of tranquility. I would love to see some simple score combo system in the game.

Wishing the best of luck in this jam! Keep on making peak games!

It's a fun game! Cool aesthetics.

Interesting concept. Changing up the controls of the game is unique.

Please rate our game and tell us what you think!
https://itch.io/jam/scorejam35/rate/3920657

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Very interesting concept. You did well!

It fits the theme. But I did not understand how the mechanic works and coudn't finish the game

We apologize for the lag and stuttering. The state of our game now should be better for you to play!

Good visuals! And I like the pixel art. I feel like the game doesn't stick out with the theme, but the platformer overall is good.

Very good game! The concept is interesting and sticks to the theme. But the RNG I feel like, is a bit too much.

Very cool game! But I think the upgradeable range is changeable to something more rewarding. The zombie hitboxes are too large.

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Hello! Please try our game  and rate it if you like it!