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tbleazy

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A member registered Jun 06, 2020 · View creator page →

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I liked the concept and art here. Like ecaroh, I really struggled here due to timing—I just don't have a fast enough reaction speed to deal with the incoming inputs coming from the top of the screen. More distance would really help make this one feel more doable for folks like myself. Thanks for making and sharing your game!

I think you've got an interesting idea in here! The connection to the theme felt weak compared to some of the other entries (more themed art would help!), but I could easily imagine myself blobbing around the arena as a big ol' "slime" after consuming many of the smaller "slimes". Thanks for making and sharing your game.

I defeated the grand slime! The art is great and I think you've got a really solid gameplay loop here.

At first I found the game economy to be a little overwhelming given the number of resource types, but after I settled in a bit I found it OK! I'd still be curious to see how the game would play differently if you reduced the number of different kinds of resources or otherwise looked for other ways to simplify the economy aspect of the game. 

Having each room either be a resource room or a hostile room was an interesting choice. I'd be curious if you considered mixing the types? I bet there could be some interesting gameplay from doing so--for example, having high value resources guarded by more difficult enemies in some rooms or maybe even having lighter enemy types spawn in or chase in low value resource rooms to keep the player on their toes.

Great game with lots of potential—thanks for making and sharing it here!

You've got some really interesting graphics and audio concepts here! The web build didn't work for me (it appeared to softlock after loading the particles), but the PC build worked flawlessly. Like with some of your other jam games, I'd probably tone down the effects after you've got a loop added to this as they make it more difficult to see what's going on in the game area and they obfuscate your amazing art and animation work here. Thanks for sharing and for hosting!

Nice entry! I think you've got some cool ideas in here, but there was too much intro upfront (some of which I missed because of UI layout issues) and not enough action for me when I got into the game itself. There were definitely other bugs and things as others have pointed out, but rather than reiterate those I'd encourage you to keep going and think about how you can be more focused for your next game. If you have fewer components or systems in your jams, you'll have less bugs for sure and you'll get a chance to dig in deep to learn how to polish those and make for an overall better experience. Over time, learning how to master fewer things at a time means you'll have built up skills to master bigger and more comprehensive projects with lots of systems. Really great job for your first game—thanks for making and sharing it!

Fun loop and mechanics here, though I found the controls a little fiddly—I found it hard to precisely plant my seeds, though maybe that's the point. More visual and audible feedback for events in the game would be good, too, as it took me a bit to realize I was getting paid out from my mature plants. Thanks for making and sharing your game!

I really liked the puzzle aspect of your game—specifically, having the different slimes give you a unique ability needed for dispatching the next slime. However, I'd be curious to see how your game would play differently if the platforming controls were a little more dialed in. I thought the wall jumping was difficult and the overall jump felt maybe a little more floaty when compared to other platformers in the space. There were also a number of times where I thought I'd make a jump, but I'd fall down instead because my timing wasn't perfect enough. Giving the player more coyote time (or implementing it if you haven't yet) would really help here!

Yup, it's me! This is one of my favorite jams to do because the people involved are really friendly and supportive. You should come back and keep jamming with us!

Very chill vibes. The audio and animation are simple and work really great here! I think the puzzle concept is great, and I especially liked it when suddenly spear bro rolls in to mix up that loop. As others have flagged, the difficulty level ramp is steep but I did make it to level 5. I'd have loved for their to be a fast reset button/mechanic as I'd sometimes make a move, realize my fate, and then would have to wait out a few cycles before I could try again. Thanks for making and sharing your game!

The way I got teased about getting a pyro to fight with me and then boom! Really fun gameplay. I spun and it was a good trick. The audio was great and everything felt really well put together. Thanks for making and sharing your game!

Loved it! The story was great, the artwork was beautiful, and it's a fun romp through 4, well-designed levels. I found the battle axe to be really OP! It's so different playing a platformer of yours that _isn't_ a Metroidvania. I kept expecting a twist where I'd need one of the weapons or some other find to progress. I liked the difficulty progression, though I struggled and ultimately couldn't best the final boss. Thanks for sharing your game, Kuro!

Can you get to the web inspector on your browser? It sounds like you’re hitting an error that’s stopping the levels from losing and that should get logged in the browser console.  If you’re on the jam Discord hit me up (same username as here) and let’s see if we can fix this!

Ah, cool little toy. The audio felt a little loud and I noticed that the game was smaller than likely intended—if you enable canvas items or viewport window scaling in your Godot project settings it should make sure your game shows up as intended for folks like me with high DPI displays!

This was super fun. The opening cutscene was great and so was your level design. I thought the audio was good, too, but overall the audio levels felt a little too loud for me. The spike obstacles were readable and easy to spot, but the collision areas felt large and led to some scenarios where I thought I was gonna have a close call aaaand... oops, I lost! Thanks for making and sharing—this is another one of my early favorites from the jam so far!

I think the visuals here are really nice—I really liked the model you made from the pixel art and the sound effects were a perfect match for it! I couldn't progress past the room with the pairs of enemies in wait around the corners, but I think with some tweaking to the enemy and combat mechanics I could easily see this expanding out into a much fuller and richer dungeon crawling experience. 

As it stands, the balance feels off when it comes to enemy speed vs player health. Progression required me to memorize the room layouts to know where I could go to line up my shot while minimizing aggro'ing the enemies, and then make that shot perfectly so I could line it up and do it again. Thanks for making and sharing your game!

This was a blast to play! I'm pretty sure I was about to win when the game soft locked on me. I'll send over the screenshots on Discord. I loved the visuals and the animations the most (those cutscenes!), I enjoyed the audio you picked out, and I found it easy to get into a flow state smashing slimes left and right up until the boss battle. I think with more level variety and some platforming tuning you could take this concept a lot further.

Some other, more tehcnical notes from my run:

  • I forget which level, but one of the platforms in mid-game allowed slimes to get underneath them but my PC was too tall to fit underneath with them. This felt like it might be been unintentional, but if it was meant to be intentional I think you could visually differentiate areas that only slimes should be able to enter that the PC can't. Alternatively, making these one-way colliders would be another good option and allow for more movement choices during gameplay
  • I saw errors in the console about changing physics state properties during physics update—these are intended to be set using set_deferred instead of direct assignment during the physics update them to be properly set for the next frame in Godot. In some cases the updates won't stick and cause weird collision behavior.
  • I noticed some texture bleed on the animated slime sprites where a sliver of the next frame can bleed into the top of the current frame due to how texture clamping works. Easiest fix that I've found for this in my games is to ensure that all sprite sheets have a minimum of 2px spacing in-between each frame.

Thanks for making and sharing your game—this is one of my early favorites from the jam so far!

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Really clever mechanic for expanding the game world and ramping the difficulty! I love the concept. That said, the platforming is really challenging here, and it felt like the difficulty went through the roof the minute I got to the second level. Getting hit by one of the slimes left me frustrated and wondering how I'd even get back to some of the earlier areas to get my lost collectable. The visuals and audio were really great here, but I feel like the level design (which has so much potential to be amazing given the mechanic) needs more tweaking before the concept and gameplay can really shine together. Thanks for making and sharing your game—I had fun playing it and thinking critically about your concept here!

Cool graphics—I love the balloon sprite! I also found the game to be pretty tough. I was able to build towers in my first play through which got me into the second wave, but then I couldn't seem to bring up the build menu in subsequent play throughs (I just needed to hit E to show the menu, right?). I'd be curious to see how your game would play differently, too, if the balloon's movement worked so that it'd move to where the bomb would be placed when hitting space  rather than moving the balloon and then having the bomb's placement be several pixels below where I clicked. This would probably make it easier to line up those shots! Also more audible feedback when clicking or interacting would really be nice too. Thanks for making and sharing your game!

Great audio and visuals here! I thought this was fun to play with the different abilities you've given each of the slime types.  Some notes from my play throughs:

  • When restarting after a game over (see bullet one above), it looks like the player stays in the hit state until they get hit and can reset back to their normal state which is a little distracting
  • I think you've got good visual feedback when something happens in game, but audible feedback/sfx when selecting a slime, getting hit, etc, would really help improve the feel
  • The invaders' game over descriptions are masterpieces—I found I spent more time trying to get killed to read them all than I think I did trying to master every slime ability
  • I'd have liked for the play area to have more contrast between the in-bounds and out-of-bounds areas to more clearly focus the player on where they can move and more clearly separate the two areas. I was trying to explain this to someone else on the discord, but it turns out it's kind of tough to describe. I uploaded a mocked up screenshot here that demonstrates what this could look like, but there are many other ways to do this, too

Nice platformer concept. I love the level tile set you choose, as I'm pretty sure it's the same one that I used for my very first 2D project that I submitted to this same jam over a year ago! I think the visuals you've got are great, but I do wish the game felt a little better when controlling the player character/slime. There are lots of moves to learn, and I suspect that focusing on fewer moves would have allowed you to improve the responsiveness and improve the overall feel of the game. It seemed like I couldn't spit after the first time I used that ability, and the controls  stopped working entirely for me after dying and respawning. This held me back from being able to finish the game after several attempts, but it could also just be a browser-specific issue on my side. Thanks for making and sharing your game!

I liked the art and the music. I made it all the way to the end, but I found it way simpler to just outrun the enemies than to try and master the weapon I was given. I think the story could use a bit of work here too as it didn't flow really well for me. Thanks for making and sharing your game!

This was a lot of fun but I didn't notice any kind of progression or difficulty scaling here which would add challenge and amp up the fun level. Watch your audio levels here, too—those screams were so loud!

Cool concept but I agree with some of the other feedback that the second half felt stronger than the first. I'd be curious to see how your game would play differently as well if you could telegraph that a spike was about to move—it felt a little unfair when I'd have to break out the paddles (again) because spike would move into my path at the last moment without any indication that I should try to dodge or think differently about the path I was on.

Thanks for the tip and nudge here. I gave it another shot in full screen mode and I made it all the way to the last challenge! I really loved the animation audio and how y'all were able to apply your puzzle mechanics here in such unique and interesting ways! 

We gotta talk about the collision detection though. There were too many cases where I got close to an edge and then fell off even when it looked like I was still on solid ground. I think making the player's collision shape for those smaller would really go a long way towards making the game feel more fair. The opening/closing holes made for a unique puzzle mechanic, but the collision detection starting on the initial frame of the opening animation meant you lost the ability to telegraph to the player that it was about to happen and it led to a lot of frustrating moments because of the first collision issue where I'd be swept away before the hole was even halfway open. I also found myself having to pay a lot of attention to these specific holes because the main floor tile color was also black in the center. I think the timed holes would have stood out more if you'd made the main floor colored or use a pattern so there was more visual contrast between them.

Thanks for making and sharing your game—this was great!

Really awesome job, y'all! I loved the survival horror vibes but I found myself really struggling to navigate the world y'all have built—the environment design is really gorgeous, but the rooms and corridors all felt too similar and the changing camera angles made it difficult for me to keep track of where I was at. Some kind of map mechanic would be a good add, but making the spaces more visually distinct from each other and creating more visually unique landmarks in each space would be even better here.

This was so much more fun with the mechanics tweaked slightly when compared to earlier builds of the game! Given it's a bullet hell, I did find the the PC to be a little slow and the bullets to be a little too unpredictable which made gameplay a bit tougher than it could have been—especially considering I was also having to manage/prevent overcharging. You've got nice, clean visuals here and I think a little more UI polish would improve the experience as well.

Really solid entry and good amount of juice! I like the overall game play and aesthetics, but I found your UI to be a little confusing—this is a place where I would have tried to find a better way to balance your aesthetic with the usability/readability of the different elements for navigating the menus and understanding my current health. I'm looking forward to seeing where you take your dev journey from here!

This was a solid, little vignette! I think your visuals, storytelling, and camera work were great, but I'd have loved a little more length to build up the tension ahead of the big reveal (tough in 10 days for sure). On my second playthrough I really appreciated how different choices gave me a different point of view for the same story, but I'd also be curious how your game would play differently if I was in control of the PC when navigating the house and working my way up to the situation. Thanks for making and sharing your game!

I wanted to check out the game, but I also had the same challenge with the mouse cursor not working as expected in the game and also with the UI seemingly being cut off at the edges—a viewport scaling issue maybe? Since I can't play the game as it was intended, I won't be rating the game, but I at least wanted to call out that I loved the opening intro and the music!

Ah, this was great! I loved the story you told through the environment design, but I wished there was a little more house to explore to further draw out the tension and build up more of the backstory along the way. I'd also be curious to see how your game would play differently if there was only an "interact" mechanic. I found the separate "look" and "interact" mechanics to be a little confusing as the responses for both were often similar, even to the point where I got stuck early on in the game because it didn't seem like the "look" mechanic was worth using (thanks for the hint to unblock here btw).

I really enjoyed the core gameplay mechanics and so many aspects of your game. If I'd change anything, it'd be to make the enemy sprites more distinct from each other; I found with them all swarming it became difficult to quickly identify what part of the swarm to focus on first. This was so much fun!

I liked the art and some of your mechanics here, but having to start over at the beginning of the game after a failure a few rooms later... ouch! 

Really fun and simple gameplay mechanics—I especially liked the last stand mechanic! I did have a bit of trouble playing due to UI scaling issues on my high DPI display where the play area looked to be about 1/3 of the overall viewport. Did y'all enabling window scaling in your project before exporting it?

I'm drinking all of this juice up by the gallon and it's leaving me wanting MORE JUICE! I'd love to see this packaged up with a little more structure and made into a fuller game experience with challenges along the way.

Glad you were able to finish. You aren't kidding about what happens once you hit the 2:00 mark in your playthrough... that was rough!

I’ll definitely rework the respawn mechanic to eliminate getting one-shotted. It’s really annoying now that I’ve played the game a few times too

RE: the sliding physics I spent so long on trying to get that working properly that I eventually had to give up and move on to other tasks. I’m sure it’s solvable, but I probably need to put more brain cycles into it first. 

Thanks for playing and sharing your feedback!

That last checkpoint sure is brutal! Thanks for playing and sharing your feedback

The crazy physics movement (loops, halfpipes, and upside down curves) was really challenging to get dialed in, and I’m not sure I stuck the landing here for it.

I originally had it set so that your direction of travel would influence your speed on these curves, but I couldn’t get it to feel right when changing directions on a curve (this was especially a problem with the upside down segments where you enter from the left and leave on the right or vice versa). 

I simplified the handling so that as long as left OR right were held down, you’d finish the curve and hopefully not notice that changing the direction you held would have an impact since they’re pretty fast to traverse.

I definitely should have given players more energy when respawning (at least enough to survive a hit/not get one shotted) and will likely make a change post jam to fix that 

Thanks for playing and sharing your feedback!

I’m definitely regretting not giving the player more of a starting charge and then having checkpoints boost their charge when encountering them. Thanks for the great feedback!

Certified banger. The gameplay is explosively fun, even in spite of a few deeply frustrating bugs like when the player and enemy die at the same time and when the camera moves ever-so-slightly as you're trying to chain together more precise movements. I also saw a few UI scaling issues where the number of charges I had went beyond the right of the top-most HUD display when I played in full screen. The art and animations are really amazing here, but some of the pixels kept getting crunched as I was moving around, impacting the quality of the art on screen. I don't know if it's possible to preserve the movement feel while keeping the art fully pixel perfect, but that'd really level this up. Thanks for making and sharing your game—I suspect you'll do well in the jam!