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Slime Keeper's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #60 | 3.333 | 3.333 |
| Fun | #61 | 3.333 | 3.333 |
| Innovation | #65 | 3.222 | 3.222 |
| Overall | #68 | 3.296 | 3.296 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week?
Yes
Is your game a roguelike?
Yes
Turn-based
Yes
Meta-Progression
No
Roguelike Elements
Turn based, grid based, random map, random weapons, random enemy stats and spawns.
Screenshots
Yes
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Comments
Lovely game. I think that WASD controls would work better for most people, or you could've added keybinding, apart from that I loved the game.
Totally agree! Keybindings would help a lot 😅
It’s on my list - thank you for playing! ❤️
That was a cool game. The art was real nice. Just needed a little animation.
I get creating a mouse only game. But, the controls could be improved. Attacking wasn't obvious to begin with. You could allow players to attack just by clicking on the enemies and move just by clicking on an empty highlighted tile.
Totally agree!
I feel like with these jams I often sketch a bunch of stuff in, but don’t have the time to refine/polish whatever is there.
Something to work on/return to post jam.
Thanks for playing and for your feedback!
This was interesting. For my taste, it's a bit too slow paced (leaning in the direction of a tactics game) compared to a trad RL where you can complete a turn in 0.1s. I think you pointed it out elsewhere but maybe doing things like making weapon swapping easier would make this faster paced. I would appreciate a blend of RL controls like... bump to attack if I'm adjacent.
But still an interesting system with FP. It's a bit confusing at first, but I got the idea. I often didn't feel like I had many options per turn though, mainly just trying to move away from monsters when first encountering them to burn their FP. But then when we start fighting, often not sure what else to do. Trying to move after accumulating any FP is ROUGH. Swapping to a bow sounds nice, but the damage is super low, making that part even more tedious. What I see as the potential here is learning how to work around each monster in a puzzle like fashion (e.g. if you can get them to move just far enough to not be able to attack, say). That seemed difficult to learn because IIUC the same monster sprite/color could have random abilities.
I assume running and swapping out to bow works but never quite got that rolling. Another thing that bugs me is that it appears the safest thing to do is grind the easy floors safely for very little cash. Something that roguelikes prevent with hunger clocks and whatnot.
Anyway, don't want to sound too down on it! It was a nice experience and fun. I love the title screen and set up. The concept has a lot of potential.
This was a wonderful review to read!
Lots to consider here about the overall pacing and purpose of the game, but all in all I agree.
From my perspective, the game just barely got finished, and so many of its ideas are nascent/underdeveloped.
My intent is to return to this game after the voting period, and to refine the UX and fill out the types of weapons/abilities for the player and enemies alike.
Thank you greatly for your time and detailed review 🙇🏻♂️
I had a lot of fun playing this! The Slime Keeper guy was very... intense. I love that he keeps piling up the slimes you collect on the counter before him.
The FP system was cool and I felt it had a lot of implications on the gameplay, like the fact that moving was much more expensive after attacking.
It was fun trying to figure out how to best combine the weapons you got to deal as much damage as possible. The order in which you used them was very important. I guess you want to use the ones with low FP first and then switch to the ones with higer FP cost.
It would have been nice being able to switch weapons with fewer clicks I guess, since it was something I found myself doing several times every turn in order to maximize the damage. That's just a nitpick though. I think you did a really nice job on the UI. There's even a mini map! And the hover effect when moving or attacking made it easy to figure out how to play the game.
Maybe highlighting the weapon icon when in attack mode and the character portrait when in movement mode would be a nice little addition to make it more intuitive. It took me a while to figure out how that worked.
There's a lot of depth to the gameplay and I liked how the enemies were smart enough to move out of the way so their buddies could surround you, it made the combat more strategic and meant that you had to kite them into choke points.
Great entry! And super cool that you did it all in vanilla html5
Whoa! Thank you for this incredibly detailed review 🙇🏻♂️❤️
I completely agree about how many clicks it takes to equip and attack, unfortunately that is simply a result of the lack of time for refinement.
My hope is to return to this post judging period. I’ve had similar hopes for past projects to no avail. However this one feels different.
In any case thank you again for your kind and thorough thoughts, and if I do make an update, and you so happen to play it, I’d love to hear more of your thoughts.
Till then 🙇🏻♂️
This was fun! The sweaty Slime Keeper really seemed to enjoy all the slime I brought him, he even let me buy some weapons to bring slime to him more efficiently.
All in all, I'm impressed with how much of this you were able to put together in a week! I look forward to seeing what you do with this and may this game's audience be as captivated by your work as the Slime Keeper is by slime!
Lol - dude thank you so much for playing and for the kind wishes ❤️
I’m so glad the slime keeper’s passion for slimes comes through, as he really does LOVE slimes.
This week was a blur, I can barely believe this is what I made, but I’m so proud of it even though there’s a ton to improve.
Thanks for playing, and for dropping a comment ❤️
Really enjoyed this one. Loved the crazed look of the Slime Keeper and it was such a nice touch to see all the defeated slimes join his nasty slimy collection. As another person said, hotkeys would go such a long way here, but it was still fun enough to endure not having them. I'd be super interested in seeing where a project like this goes. Maybe with more attacks or skills that take advantage of the tactical grid? The proof of concept is here though. Great work!
Thank you so much for the kind words 🙇🏻♂️
I’m so glad you noticed his collection grow! There’s a bug where no slimes are shown until you sell your current slimes, so I desperately want to fix that but I’m trying my best to not violate any rules 😅
My intent is to release a post jam update with bug fixes, QoL improvements, balance, and my son has already requested an “Ice Bow” so I new content is a guarantee 👌🏻
Thank you for playing and for your feedback 🙇🏻♂️
I want an end turn hotkey and an attack hotkey but other than that it was really solid and I like the creepy slime overlord guy.
Great feedback! I totally agree.
After actually playing the game vs developing it, all of its rough edges (and bugs and imbalance) is starkly apparent 😬
I’m glad you enjoyed it!
I tend to make games too hard, any chance you recall how far you got? (What color slimes?)
Lol did you make the music in beepbox? I’d recognize that drum sample anywhere. I think the level music could be longer, the loop got a little grating after a while even though the music is overall good
I wish I didn’t have to click the sword every time to attack. I got to the red slimes
Yes, lol! I love beepbox!
Totally agree - there needs to be hot keys and a whole bunch of other improvements.
When the jam ends I hope to release a follow up update with bug fixes, and QoL changes.
Thanks for playing!
I'm always a huge fan of tactical tile-based games like this. Great polish, love the art and interface, definitely has a lot of room for depth and strategy. Definitely my favorite so far!
Whoa! I’m honored you liked it, thank you greatly for the kind words 🙇
How far did you get? I haven’t really had a chance to play it as I was working on it until the very last moment of the jam 😅
I played through two and a half runs (I might have been able to salvage the third but I got impatient lol). My deepest floor was floor 4, so it was mostly a skill issue on my part. The level generation never gave me a good place to line up bow shots after I'd bought the bow so I just ended up dying to math (I couldn't deal more damage than the slimes in melee). Still, very fun and I see myself coming back to this after the jam.
I tend to make games that skew too hard 😅
Thanks for playing, and I’m glad you enjoyed it, even if it became frustrating ❤️
After actually playing a bit it’s clear the game needs balance, QoL updates, and of course bug fixes - so hopefully after the judging period I’ll improve these things ⚔️