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A jam submission

Little Slimes Big AdventureView game page

Take little slime on a big adventure to rescue pink
Submitted by Dan Creates — 2 days, 7 hours before the deadline
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Little Slimes Big Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#1853.6093.609
Overall#3803.3773.377
Creativity#4463.3043.304
Presentation#4833.2173.217

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Preferred Name
Dan-Creates

Newbie?

Experienced

Nope - I've completed at least one game jam before.

How does your game fit the theme?
The story themes are about just getting started with minor in game mechanics

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Comments

Submitted

I enjoyed playing this, great work!

Developer (1 edit)

Thanks :) Glad you liked it.

Unfortunately, I’m a bit late now to rate your game for the jam, but I’ll give it a play and some feedback anyway :)

Ignore that, turns out as soon As I clicked on your game I recognised it and I’ve already rated it haha :)

Submitted

great job on this! You managed to get a lot into this in ten days, bravo,

Here’s ours, 

/jam/shovel-jam-2025/rate/3738248

Developer

Thanks for your comment :) I’ll go play yours now :)

Submitted

This game is very fun, but I think it still needs some polish. I like the “one upgrade per run” mechanic. It does a good job at ensuring you don’t get too powerful too quickly. I really enjoyed clanging the sword against the surfaces.

Developer

Thanks for your kind message.

Yeh defiantly needs more polish. Unfortunaitly, the 2 people I was going to team up with dropped out on the first day of the jam. So I had an idea, and just me to build it…

If I choose to keep developing it after the jam there’s a lot of things I’d like to do. If you could change\improve one thing, what would you like to see changed?

Submitted

I think the most important thing would be a strong clarification regarding the controls. I still don’t fully understand how to use my abilities, so if the abilities are supposed to be used, it’d be nice to actually use them.

But as great as your game is, there is a lot of polish you’ll need to sort out. Things like certain keyboard characters not rendering properly, and bugs that caused me to get damaged by enemies despite having killed them. But again, it’s a game jam and your game has a lot of content for a one-person team, so still fairly fun.

Developer

Cool. Thanks for the feedback.

The first 2 abilities are used with the left and right mouse buttons, and the next 2 by q and e (unless rebound). I’ll need to look at making that clearer.

Mmm that bug with the enemis is strange… I didn’t come across that…

Submitted

Very cool game, I like the size change, but i think you should've had the speed change as well with the size change. 

Developer

Thanks for your comment.

Yeh speed change would have been the next thing I worked on but I ran out of time.

Submitted (6 edits)

Hey there!

It would be interesting to know how much of the game's system was made during the jam. We assumed that the settings menu and achievement system have (majorly) been made beforehand. While a good settings menu is great to have in a game (as we do too), we did think its scale and settings like resolution are unnecessary for a jam game played in the browser. The achievement system was a bit too much. Like how it's not really a feature you specifically made for this game, during this jam. Which is fine, from what I've read you have adjusted it for this game.
It will just feel a bit loveless, if you'd include it in your future jam games, as you focus on creating a product and not challenge yourself to create an experience solely for that jam.

The character controller is nice, but we wished for a "hold down to drop faster" mechanic, especially with the amount of verticality you have. The story is very thoughtful and the voices are really good! Especially pinks voice seems amazing, I wonder how you made that TTS-Module work  (please tell me!) so well!

We were surprised to see the game end after the first boss fight. The difficulty was fun, but the gems felt kind of pointless, as you seem to only be able to purchase one upgrade per run. I did see a different amount of starting gems (from 24-78 gems by random) whenever I died, not sure if that is intentional.
I liked how the blob animation on corners look, some more animations could make him look a lot more fluid!
The music is okay, though it is getting a bit repetitive after a while! ^^
The font seems to have had some problems sadly, also the translations to German weren't completely correct, from what I've seen. You also had some typos in the English version.

Overall one of our favorites in this jam!


Edits: Clarification and typos

Developer (1 edit) (+1)

Thanks for you kind comment.

The whole game was made during the jam. Although the settings menu is made using a Godot plugin I developed a year or so back, which mades it quick and easy.

The achievement system was made during the jam, just while I was having a break to refresh.

If I add achievements to a future jam game I’ll rebuild from scratch, since I agree it’s a bit hollow in this game.

Yeh a hold down to drop after would have been good… I didn’t think of that… The joys of solo dev work.

One of my jobs is working on the tts voice for our phone system at work, so practice. And about 2 hours adjusting it in audacity.

It might not have made it clear… Each run you keep your unlocked power ups and coins from the previous run. You can then equip up to 4 power ups in the abilities menu on the laptop.

The blob was procedurally animated using soft body physics. I wanted to add more animations but ran out of time.

Fair point on the music… It’s my first time making music, so didn’t do great with it… It’s a 6 second loop. I think that’s going to be my big target for the next jam to make a better sound track myself.

Ah… Yeh I’m dyslexic, so not surprised that there are spelling/grammar errors.

As for the font issue, I’d totally missed that … I didn’t play in German at all… I’m not going to bother with translations in future jams. Took too much time…

Glad you liked the game ❤️

Submitted

Love the physics and the sword just following the mouse. I imagine you could do some pretty fun interactions with that!

Developer(+1)

Thanks. I’m hoping in the future to build some cool interactions with it such as pogoing off enemies and maybe sticking it into the wall to act as a temporary platform

Submitted

Awesome game! the gameplay is solid, the skills make it interesting to replay and best of all... YOU CAN BE A SLIME!

PS: You even got time for achievements... wow!

Developer

Thanks for your kind words

Yeh the achievement system was added because I was getting fed up programming the boss behaviour and needed a break… and that’s what I made (actually started it for a different project I started to get away from the jam for an hour, then decided to add it here)

The only difficult bit was making it so that the achievements could be saved… because yeh, if you close the game and go back in, your progress is saved

Submitted

I like the ability to make yourself smaller and bigger depending on the situation. Very clever! Also the combat system is very interesting. Took me a little to get the hang of, but its really nice!

The voice acting caught me off guard, but was really good! Nice touch, which I didn't expect to see in a game jam! 

I also like how smooth and clean everything is. Well done! 

Developer(+1)

Thank you for your kind comment :)

The shrink mechanic was added out of necessity… sometimes the procedurally generated cave left a block that was too small for the slime to fit through, so I added shrinking… then adding growing just seemed the logical next step

Submitted(+1)

That's cool. Sometimes great ideas come from coincidences. But I think it gives the game more depth and a nice mechanic to potentially do a lot with. 

Submitted

I liked the combat a lot and the skills were very fun to play with!

Developer

Thanks :) glad you enjoyed it. I enjoyed making the skills too

Submitted

Love the voice acting! Very impressive to see an achievement system in a game jam as well. Good submission, well done

Developer

Thanks :) really appreciate it.

The achievement system was something I started making while on a break from programming the boss. I liked it so much I had to finish it haha.

Submitted

This game was good! I especially liked the mechanic of how you used the sword. And it is impressive that you accomplished that procedural generation in 10 days

Developer

The procedural generation is actually easy. I just used a noise texture and a nav agent to create a tile map.

The hard bit was enemy ai

Submitted(+1)

The game is super polished! It looks, sounds and plays well!

Developer

Thanks for your comment :) Really pleased you like it. I was so full of doubt posting it

Submitted

The sword swinging feels really responsive. Visuals and sound effects were good as well. But my favorite part of the game has to be the slime. the movement feels so polished and i love the way he squishes and stretches when he moves. Good game!

Developer

Thanks very much :)

Submitted

Good job! The game felt really polished for a gamejam game and it felt like a nice and coherent experience the whole way through.

Developer

Thank you for your kind words. I worked really hard on it

game feels a bit empry, and pink voice sounds like ai, but i like blob mechanic

Developer(+1)

Thanks for your comment.

I agree about it feeling a bit empty. I unfortunately ran out of time to populate it. I wanted to add 3-4 more enemies plus NPC’s, but I was traveling for the last few days of the jam and had to submit without.

Pink’s voice was made using an old windows (windows xp) text to speech module, and was then modified in audacity. So yeh, I can see why it would sound AI.

Green’s voice is a heavily modified recording of my 12 year old nephew haha.

(+1)

ahshdahsdh have a good luck on jam