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Slime Run's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #1788 | 1.658 | 2.750 |
| Enjoyment | #1867 | 1.658 | 2.750 |
| Theme | #1878 | 1.658 | 2.750 |
| Overall | #1951 | 1.508 | 2.500 |
| Audio | #1968 | 1.206 | 2.000 |
| Innovation | #1971 | 1.357 | 2.250 |
| Visuals | #1977 | 1.508 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You have to choose wether to continue playing for a higher score, whilst potentially getting caught and losing it all, or bank your points to guarantee your score
What code and assets did you not make from scratch during the jam (if any)?
All of the sound effects, and the buttons from Text mesh pro (Which might not count because it's built into unity)
How many people worked on the game?1
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Comments
I liked the visuals of this game a lot. Gameplay was too hectic for me, and once the second knight spawned, not a chance. I guess I should bank every few fruit...
I liked the theme of being a slime taking food back to the sewer before being caught!
I liked this game. It kind of reminds me of snake. It's simple but the gameplay loop is addicting. I really think it could benefit from a sneaking mechanic or something that gives you an option other than just running away.