We ran into that too, we're still trying to balance out the numbers lol. Thank you for the kind words!
The Boys
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Unfortunately, It isn't very intuitive and feels very RNG based with where the mom will go next. I can't always tell where the next fruit will spawn. The mom would just break my ankles very often even if I give up fruits to dash. Also I understand that the point is to just reach the moms next location before a certain timer runs out but it doesn't feel good to lose a fruit to do this since it is almost always a forced action when the next fruit spawns far away (also with RNG).
I enjoyed the movement itself though - it was fluid and felt clean to dash.
Fun art style but the audio was basic and repetitive - also very loud with no settings. I understand it's a jam so this is not meant to be harsh criticism, just some thoughts you can carry over to your next idea/project.
Extremely polished for a jam game - The visual feedback on enemies, the slot machine (gun) mechanic and the clean movement and UI really wrapped this game in a nice way. Very cool "spin" on the theme, I can see this easily developing into a proper release some day!
The idea is great and of course with any type of roguelike game in a game jam, some balancing is bound to require adjustments. Some feedback I have:
- Since coins dropped by enemies are automatically drawn towards and collected by the player, it can get visually confusing when some enemies fire projectiles in a crowded room since the coins and projectiles look alike, maybe the player collects all coins in a room only once it's cleared (unless they walk over them of course).
- The dodge roll mechanic is a nice but way too abusable since its cooldown is nearly neglegible. I could practically spam it in between shots. Maybe a shorter cooldown with a potential UI indicator to show when it's ready again.
- Enemies have very high base health it feels like, even before they scale up, I was on a floor with enemies that started at half their hp and it was still taking a while to clear singular rooms with many gun upgrades.
- The slot machine gun mechanic is great but since we are able to reload any time, there is no exact tradeoff with it. I can just reroll until I get a decent combo of perks. I understand it is balanced by a limit ammo amount and the fact that you can't sit still and reload while enemies are after you. However, it didn't feel like an actual risk/reward mechanic, maybe you could force the player to use the gun they rolled OR pay a small gold fee to force it to reload (and reroll) into a new combo - this could introduce interesting thought processes depending on the current guns ammo, current gold, etc.
- Maybe it's just me but I got way too many cherry upgrades when I would appreciate more damage, especially with the tanky enemies.
Overall, great job - the style, core mechanic, and feel of the game really compliment eachother well!
Yeah! We had it so that each type of slime cat would have it's own slightly different movement and physics attributes. We didn't want to explain too much so we design some levels to showcase these differences intuitively.
Yeah, the music was very last minute and the sound effects are actually present but wayyy too low lmao, thanks for the feedback!
Thanks for the detailed feedback, the goal we had in mind is to get required types/elements of slime (cats) into the goal pen which we displayed on the top right of each level. We opted out of text descriptions to keep a simpler experience and design overall where players would have to use their intuition and a few tries of figuring out the main mechanic to really get going!
Also yeah, some levels were simpler as we kinda put them together last minute, we had just enough time to get a somewhat working build with all the basic mechanics we wanted to display.
Thanks for the kind words and feedback, we will consider it all for our next games :)













