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Call of the Cave Slime's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetic | #22 | 3.766 | 3.950 |
| Stealth | #24 | 3.051 | 3.200 |
| Play | #48 | 2.860 | 3.000 |
| Ambition | #50 | 2.813 | 2.950 |
| Horny | #54 | 2.670 | 2.800 |
| Novelty | #61 | 2.479 | 2.600 |
| Sound | #65 | 1.192 | 1.250 |
| Overall | #67 | 2.460 | 2.580 |
| Kink | #71 | 2.145 | 2.250 |
| Harmony | #75 | 2.288 | 2.400 |
| Narrative | #81 | 1.335 | 1.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you did not do in February
Started a bit of concept art 5 days before Jam.
Had to re-upload after February due to file missing
< .>
Bug fixes on March 5th.
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Comments
I really like the concept! The loop of mining for customization options is fun and can even get a bit addictive. The controls feel good to use. Art and various visual effects look fantastic. Music would be a nice addition, but you'll need to be careful if you want to add sound effects so as not to make them too overwhelming given the amount of blocks that are getting broken.
I think that the game would benefit from more special blocks and fewer player powers. Maxing out equipment makes the mining sessions longer but not more strategic. If the line hits and other such effects were associated with blocks instead, and the player gets very few actions, the game would be a lot more about how you place your strikes to set up big chain reactions which may feel more rewarding. It could also be good to create a bigger sense of investment in a single mining run. Perhaps hitting quotas could unlock lower levels with rare treasures?
I was already engaged enough to unlock everything, so I think that you're incredibly close to making something fantastically fun if the gameplay is refined a bit!
These are wonderful ideas, thank you so much for the great insight! You seemed to grasp exactly what my vision was for this game and your suggestions are exactly what I need to move more in that direction, and I'll definitely implement these ideas.
aside from the couple implementation issues, it's a really tight looking game. the scroll is a wonderful and surprising touch, the art's nice. good potential!
Thanks for checking it out, I'm still working on this thing so post jam it'll look more like a game, probably.
Most of my critiques about the game have already been mentioned by other people, and since you already plan on fixing these issues, I don't think rambling more about them is necessary. 🤔
That being said, some positive feedback never hurt anybody!
I really love the overall presentation—the way the game takes place in a single scrollable scene, how the different screens are organically connected, the animation of the blocks being created and destroyed, and obviously, the art of the slime girl! She's really cute, and her small movements and expressions give her a lot of life.
The lack of sound is really a shame because otherwise, the game feels really polished.
Gameplay-wise, I don’t usually enjoy clicker games, but this one didn’t feel like one, even if it’s quite simple. Using the horizontal strike and the dynamite kept me engaged until I unlocked every upgrade. Good stuff!
Sound design and music are so important, it is a shame that I didn't implement them before the deadline. But post build I'll get them in haha. Thanks a lot for checking my thing out.
The art is super cute and I love the gameplay ideas. Looking forward for more tools and I'd also love to see a higher dynamite quantity cap, even if it costs a lot! I didn't quite experience the bugs people mention here
I have since fixed the bugs, and thank you <3
I agree with what seems the consensus in that the main issue is stuff just isn't communicated as clearly as it could be, which you're obviously aware of and already said you're fixing, which is great. I still don't know if the blue ores give more than the normal rocks but i still go for them because well, why not.
The strategy i landed on was also pretty formulaic and the game could really do with something there to prevent me from just turning my brain off and doing the same thing every time: Get all the red ores to pump up the multiplier as soon as possible, use my horizontal and explosive strikes to target either as many ores as possible or the most rocks that are close to breaking, break every 2 i see with my normal pick until i run out, then break 1's with the weak pick until i run out.
Personally i'd have loved to see a second scene with the slimegirl after buying every upgrade, but that's additional art and so would've eaten into development time.
Regardless she is very cute and i appreciate the option to turn off the cosmetic upgrades, though i only did that with the tits.
There’s some really cute stuff in here! The slime girl design is great, and I love the menu and how moving through it sends you in and out of the earth. The load in animation for the tiles is also very pleasing, as is the current skill tree.
Echoing the sentiment of wanting a bit more communication around what mining the ores do - it didn’t feel like you gained a whole lot going for higher count ores, and I never felt the multiplier do anything. It also took me a few rounds to realise that the game doesn’t tell you when you’re out of clicks for the round - it reads just as unresponsive.
I think my favorite part though is the slime girl watching you mine - it makes unlocking the aesthetic upgrades that much more fun!
The slime girl is veeery cute
It's pretty good! I'd personally like more clarity on what mining the ores did because as far as I could tell, they didn't do anything except take more hits to break. Also for the Multiplier, a bar showing how much you've build up to the next multiplier would also be nice, or just have a tooltip for the multiplier tell you how it works (because Im still not certain how it works lol).
The art is lovely, the scroll up and down to view more of the cave is neat, the screenshake adds a great feeling of weight to your actions.
Thanks for the input, I'll add more information for the player in the post jam built. Thanks for checking it out <3
another godot game, very based
The fundamentals of this game are VERY good. The screen shake on every click is deeply satisfying, and the simple loop of "scroll down, mine, scroll up, upgrade, scroll down..." was surprisingly addictive. I got sucked into this far more than I expected, and spent far more time with it than I anticipated. With a few more upgrades, a bit more clarity up front (damage should be stated directly on the tooltips, I think), this could be a VERY solid little pseudo-clicker.
Thank you!! I do want to keep working on this little mess and fix it up (including adding damage indicators) and add to it, I appreciate the interest <3
i managed to eventually buy everything by the end of the game. i admit i never figured out what the difference between the first two pickaxes are, they seem to behave identically to me. (i also never really figured out how the mining actually works... sometimes breaking a rock seems to drop a million orbs while sometimes it drops 0). my main strategy was:
1. break all the rocks with one and two slashes on them, as they (usually?) broke in one hit and seemed to nonetheless drop a million orbs most of the time
2. once i had the horizontal and dynamite things, i would use them, then break all the rocks that looked like they could break in one hit
i eventually started also trying to hit the red rocks as i noticed one of the times i broke one it seemed to blow up which resulted in a bunch of orbs. but then sometimes they would do nothing when they were destroyed, so i don't know what the deal was. i never figured out any special effects the blue rocks had.
it seems like the horizontal mining tool and the dynamite both are slightly glitchy. usually i can't get them to activate really "on purpose," instead i just spam click while moving my mouse around and eventually they sometimes work. my best guess is they have to be, like, perfectly aligned to the grid to work?
i eventually unlocked the art, which is nice, although there doesn't seem to be a way to close it.
anyway, that's basically a description of how my playthrough went. hopefully something there is useful. here's what i personally liked about the game:
- destroying the blocks is satisfying even though there isn't a sound effect. i think the vfx work is pretty good! same thing with the way the blocks spawn in each time.
- i like how the gameplay evolves over time as you unlock the new tools. it is always, at least for me, a game of trying to efficiently hunt down all the easily breakable blocks on the screen, but the upgrades make it so you're looking for both cracked blocks and the 1/2 slash blocks.
- i like the art!
wow thanks for the in depth analysis! Yeah some of the elements are not intuitively explained, I will work on making things clearer. As for the 2 mining strike types that you start with, one hit for 2 damage and the other is just 1 damage. I will be adding numbers showing the damage you deal when you hit blocks. The explosives and horizontal strike are bugged, pretty awful bug to have. The scene, again not explained properly, should just be able to be clicked on to proceed the scene and eventually close it. Glad you like the art, I'm proud of my art haha <3
A unique variant on a clicker! Its mechanics are communicated just well enough to leave “figuring out an optimal approach” as part of the game. It would have benefitted from some amount of sound, and it needs a faster on-ramp to the first upgrade, but there’s a core of something here.
Needs audio, ain't that the truth. Thanks for letting me know your input, I didn't get much time to playtest so it's very welcome to hear where the upgrade curve can be tweaked. Thanks for trying it out <3
Hey! Just wanted to give you a heads up, on my machine when I download the zip I get the error
"Error: Couldn't load project data at path ".". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension)."
There's no .pck in the zip file, so I think that may not have been included in the final version you uploaded.
Ditto here, tho, I'm trying to run it over wine so I can play on Linux. So, I'm not sure if I'm missing the .pck or using fused ,pck doesn't work with Wine.
Thank you! I think I fixed it, it's my first time uploading to itch.io, appreciate the heads-up <3
No problem! I did the same thing with my actually lol