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Slimelence the Wicked Whistler's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #1 | 4.161 | 4.161 |
| Visuals | #5 | 4.419 | 4.419 |
| Overall | #5 | 3.844 | 3.844 |
| Theme Implementation | #10 | 4.000 | 4.000 |
| Fun Factor | #11 | 3.742 | 3.742 |
| Audio | #11 | 3.710 | 3.710 |
| Special Object Implementation | #56 | 3.032 | 3.032 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
The whistle is wielded by the titular wicked whistler. The wicked whistler in question uses said whistles magical powers to freeze the slime protagonist
Comments
Wow this was great, I love the art style and snow and things, and I had a lot of fun with the platforming. I don't think I made the connection with the whistle (the wizard had a whistle, and you could hear it in the background?), but that didn't really affect much. Lots of fun.
fun and lovely looking game! I liked the whistle being something the antagonist uses against you, and being a very active mechanic to when you can be out in the open. of course not everyone has made it an object the player character uses, but it still feels more unique in the way that it's used as an obstacle
I do agree with other people about the difficulty spike, partially because I did struggle for a bit to understand what parts of the level were dangerous haha! it was a fun challenge though and though I did get frustrated, it faded as soon as I managed it. very enjoyable! also this might just be me, but it took me a little while to gauge the range of where you can jump to. I get why it is limited the way it is, but if you don't get it right and only wanted to tap for a smaller jump, you just end up dying a little more than felt fun imo. I did generally do the fully charged jumps anyway so I was able to check my jump would work as intended, but I wonder if having the cursor change colour when it's out of range (before you press space) might make this feel a little better? again, could just be me though lol
I really loved how you combined the potential themes, I also really liked 'only one' and wanted that to win tbh (though I'm very happy it turned out how it did in the end) and I think the idea of the one action was super creative and cool! and again, looks fantastic and polished, you absolutely deserve the praise you've been getting :D
Thanks so much for playing and for taking your time to write this.
I'm not really sure what you mean about the jump being out of range. But looking back on it i think i should've added the option to cancel the jump or something because I also overcharged it a couple times when I was testing but for some reason I didn't think of adding a cancel then. I guess my intention was for the player to learn when the jump is strong enough by just playing but that might've been a little too ambitious lol.
I actually made this type of slime platformer before (but in unity) when I challenged a couple friends to do a jam with me, and the theme we chose was "only one". I didn't even realize it was the same theme until the day after i voted for freeze too. I was going to suggest you try the older game but it's genuinely so much worse that I don't think that would be a good idea haha.
sorry I'm so bad at explaining things haha! I mean that you can only direct the jump in a certain range of angles, if that makes more sense? like, sometimes I would instinctually try and jump straight down if I got on the wrong sideways wall, but it would launch me slightly diagonally into some spikes. no worries if that still doesn't make sense, it is probably just a skill issue, and a cancel option definitely seems like the way to go!
ohhh no way that's such a fun coincidence haha! love that you've managed to improve so much on the style of game :D
Great game! I don't typically play games in the like Celeste genre so I absolutely suck ass but I had fun! The mechanic was simple but effective. Great job!
This was great! I could not make it past the third level. I really wanted to, though! The launching of the character, the certain walls being ice and not able to be stuck too. The exposed air and the chilling wind were all fantastic elements! A little more forgiveness and it would be a banger! Awesome work!
Thanks so much for playing !!
I'm glad you enjoyed it. I wish I could make a level all about sliding on the ice but it was a little too janky to use that extensively. I just went back and added some extra walls to the 2nd and 3rd levels a to hopefully make them a little easier. So if you still want to try to beat the game that should help I hope.
Amazing atmosphere archieved by minimal visual and audio instruments. Great game
It's a good mechanic, but it felt too hard really, like the 3rd level I think spiked in difficulty and I didn't fully understand what was a safe zone and what wasn't. The level design is great though, it's just it's not super obvious to me when I was "under cover" and when I wasn't. Still, it's a fun game, nice art and animations and I gotta say the jumping/sticking mechanic felt really polished, good job there!
Thanks for playing <3
Yeah the difficulty seems to be one of the bigger things I messed up in the game. I think I was needlessly cruel with how precise my safe zones were (like i didn't count the snow piles as things you can hide behind).
I just went back and fixed hopefully most of those and I added some extra safe zones to maybe hopefully make it a little more manageable.
Great game with beautiful pixel art. My little nitpick is that the is that the learning curve is a bit too sudden. You could have spread it out a bit. Have one level introduce you to regular jumps, another level to wall jumping, then add spikes etc. instead of cramming it all into one level.
Thanks for playing !!
You’re right on all fronts with extending the tutorial. I’ll definitely makes some extra levels after the jam is over, but I don’t think I would’ve had the time to make them before the submissions opened, for context the last 3 levels took me the whole last day to make and i finished them right before the deadline.
The second level was actually supposed to teach the freezing mechanic but I think I made it too aggressive(?), aI even have some hints still in the level just hidden.
Incredible game, was fun playing it again to get a better time, here's my current PB !
One of the best games of the jam i played. I can't believe i already wasted the "celeste in shambles" comment on something else
Celeste if the girl was recarnated like a slime:
(10/10, desafiant asf, I love that! And cute secret room)
Definitely very steep learning curve. I understood why when I reached the end and saw that the game wasn't as long as I thought it would be, but still, the combination of precise jumps plus having to do it quickly felt quite punishing. Otherwise though, this is absolutely rock solid work in all departments. Congrats on the great game!
Thanks so much for playing <3!!
Yeah, the difficulty turned out worse then I intended. I could've communicated how to avoid the freezing better too, it seems some people figured it out relatively quickly but for others it was a big challenge.
I don't think I had the time to make it any longer, I finished the last level just as the submissions were closing, and i spent the whole day before that making the last 3 levels. That might've worked in favor of the game tho since less levels means less time to grow frustrated of the difficulty, so actually it was all intentional :p.
Fun but difficult, I had a hard time telling what was causing me to freeze.
This artstyle is lovely! Game play is so smooth too. Really nicely done!
There was an old sticky ninja flashgame with this mechanic, very fun! The artstyle is really neato too
A bit hard at the beginin but really cool when you get use to it. Nice one !
It was tough to control at first, but that made it even more satisfying once I started to get the hang of it.
I really liked how you connected both the theme and the special object to the gameplay. Using Freeze as both a threat and an environmental mechanic was super cool, and the whistle also works as a way to present information, which makes both of them feel like they’re supporting player skill.
I’m going to keep trying for the clear!
Really fun game that (I think) took an appropriate amount of time to get through. The level design was great and I enjoyed figuring out the different mechanics that appeared. It took me a while to figure out the effect the whistling was having combined with open air, but it felt rewarding once I did understand it (You probably explained it somewhere but I jumped in without reading anything).
An option to enable an in-game timer would be nice for speed running ;)
Although it’s clear I’m not a speed runner…

Thanks so much for playing <3!!
You actually have the fastest time out of the player times I’ve seen so far. The second best was 9:03. (my personal best was 1 minute exactly, but i’m told dev times don’t count)
In hindsight I should’ve made a better introduction for the freezing aspect. There were actually hints on the second level but they were a little distracting. I also kind of wanted to teach the mechanics through gameplay but it seems I still have room to improve in that aspect lol.
As for the timer, if I make a version of this game with feedback from the jam in mind i’ll definitely put it in.








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