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Once upon a Slime DEMO's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #17 | 3.286 | 3.600 |
| Fun | #40 | 2.654 | 3.250 |
| Graphics | #49 | 2.449 | 3.000 |
| Overall | #53 | 2.361 | 2.892 |
| Progress | #57 | 2.654 | 3.250 |
| Polish | #63 | 1.837 | 2.250 |
| Audio | #66 | 1.633 | 2.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
pre-jam devlog (optional)
Also available on steam! During the duration of this jam it is my goal to push version 3.0.0 of the demo for my game and stabalize it!
https://store.steampowered.com/app/2438790/Once_Upon_a_Slime/
Post-Jam Devlog | Post-Mortem (optional)
Updates that have been made during the jam period can be found under devlogs: "update v3.0.0" to "update v3.1.3""
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Comments
The character being knocked back furiously in a incontrollable way when hit combined with the hard to see spikes creates cheap death moments like this room(when returning from above).
Lighting while being cool also creates a lot of moments where its very easy to stumble into the dark slimes combined with the dark parts of the map.
The slide being slimy at the end also makes navigating the insta death pits (which also have large hitboxes) which require precise movements feels bad/unfair/frustrating.
The key counter being at the top takes a lot of space and also creates more cheap deaths moment,which would probably be better if it was in the cornors.
Not having to deal with pits makes the boss fights the most enjoyable part of the game as they provide a good amount of challenge with positive feedback(until you die and get sent back to the checkpoint all the way back at the top left of the map.
Thanks for the rich feedback.
Ill definetly think about lighten some rooms up more and making the game easier deleting some spikes for the first world that you can play in the DEMO right now. Also the counter part will get moved to an ingame menu once im prepared to release that.
Next to that I want the game to not be too easy and im still testing out how people think about that, thats also why I thank you for trying out the game :)
So as I will lighten up some rooms, a lot will stay the same just to keep the difficulty up to par. My reasoning for the precise movement was to make it satisfying for players to master them. I will need to calm this down though for world 1 in the full game, because you are right, this can be infuriating for new players to the genre.
I thank you once more for playing the game!
PS: Thanks for the folder bug report! In the newest version I imported the project from my full release build so thats probably where I messed up hahaha.
I do not think the requirement for precise movement is an issue,the issue is the game requires the player to move precisely but the player is given a tool(slide) that moves imprecisely.
The spikes are not an issue,the issue is that when the player is hit,the player is knockbacked uncontrollably(which takes control away from the player) into other things like pits,pits and pits which leads to insta death.
I wanna be the guy is a game full of cheapshots(where the game is also designed around it) and the player dies from anything in one hit,but the main difficulty comes from the challenging obstacles,while the player is able to control the character precisely to deal wih them and the game also gives a lot of checkpoints in balance.
Just as examples,but mechanics like coyote jump and player have a hitbox smaller than it seems are traditional game design that makes the player feel the game is fair and fun even if the game is difficult.
In the end the game being fair or not is not important,what is important is making the player feel like the game is playing fairly.
Wow this was really fun! And also very hard lol I can't remember how many times I died. Really great job and I love the art style it's very charming and fits the vibe of the game :) I would definitely try to add quiet music in the background during gameplay though to fill the silent parts. Other than that, really great job and fun game!
Thanks for the kind words!
Your the 2nd person who has reported the issue with the background music... could you perhaps check the audio settings in the menu for me if you would play again? The problem is that there should allready be some background music active! Maybe there is another bug! hahahaha
Ah I see! It seems that the music volume was somehow set to 0 when I first launched the game. I changed the volume and can now hear the music :)
Thanks for your feedback and the kind words! There should be background sounds active in the game if im correct, make sure to check the settings in the main menu! If thats not the issue then you found a new bug for me! hahahhaha
Thanks again for playing the game, I really appreciate it!
Thanks for the feedback and thanks for the suggestion, I will be working on rebindable controls in the future! Could you also describe for me which slimes didn't kill you when attacking? Does this happen when your health reaches 0 and the game over screen does not pop up or is there another bug that I do not yet know of? hahahah
I like it. A really nice game ... but difficult. I died a lot :) But I guess that is how it is meant to be.
Some small things you might improve:
Thanks for playing the game and sending your feedback!
I will take a look at the spikes/walls problem, probably resulting in more transparant walls! As far as the itch-app problem goes, I will probably shift over to steam fully as the game development progresses. Still thanks for suggesting butler though!
I will take a look at your submission as well in the coming week! Thanks again!