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A jam submission

Slime CastleView game page

Save your slime girlfriend from the curse of Slime Castle!
Submitted by Zman110 — 2 hours, 43 minutes before the deadline
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Slime Castle's itch.io page

Results

CriteriaRankScore*Raw Score
Design#2513.9643.964
Overall#2784.0204.020
Adherence to the Theme#4024.2144.214
Originality#5123.8813.881

Ranked from 84 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 60 to 41 of 70 · Next page · Previous page · First page · Last page
Submitted

I'm conflicted about this game, because I want to like it a lot, but I also kind of hate it. It's really smart, and there's a lot of good design. But at the same time it's SO frustrating to play, with the challenges giving you absolutely zero room for error, and requiring that you often beat several in one room, where any one of them you could slip up because of a button press being a frame or two early/late.

You're so close to having an absolutely incredible game, but I got so angry I couldn't finish it (I died almost 100 times on the Coin Reflexes one, and just gave up on Shooty Bois). If you split some of those harder challenges into multiple rooms so you didn't need to do them all in a row, and made some of the jumps/gaps a bit more lenient it would be a lot less annoying I think. 

It's one thing losing a level because of pressing the wrong thing, but so much more annoying doing the exact same thing ten times in a row and it only working once because there's only one or two frames that the right input will get you through. The player has already learned what you've been trying to teach them, but they have to keep doing it over and over to get that lucky run where everything lines up.

The other thing is that a LOT of these levels require timing perfectly with the other slimes jumping, and because they don't telegraph that, I found myself just running into them 5-10 times in a row until I just happened to get the right timing. It didn't feel like a skill thing, it felt like a luck thing.

I'm really sorry for focusing on the negative, because I really love so much about this game, but playing it I just mostly felt frustrated and angry. It's so close to being amazing, just needs a bit of balancing. I've given you a good rating, because everything apart from the frustration is great.

The characters, the art style, the smart use of abilities, the fact that you can pause time to think about what to do next - it's all really great.  Also it's a great use of the theme. If it could just be a bit less punishing I think this would've got a full 15 from me.

- Joe

Developer(+1)

Thank you so much for the well thought out comment! I Take NO offense what so ever as I agree 100%! Rushing the level design a bit resulted in some of the frustrating challenges, but a few tweaks that I have already implemented in a new version makes the game feel SOOO much better.  (I'mma talk about some not as excuses, just because I want to share my own gripes with my game haha!)

First of all, I found that by clamping the max vertical downward speed really helps make those falling sections more reasonable. It was something I wanted to do in the first place, but never got around to doing so (mainly because I forgot whoops!) It makes the player feel like they have more control when pausing instead of pausing and feeling like the game moves them down way farther than it should.

I also agree that the levels have too many challenges and dying hurts when you were so close to the end and have to go through the gauntlet all over again. I have been toying around with checkpoints and the game already feels so much less traumatizing.

On the point of the slime jump timing could you elaborate? Their jumps are not random but are fixed on a singular timer. If they feel weird or out of sync I would love to know so I can tweak their design! It's something I wanted to tweak more anyways, I just didn't have time.

I seriously appreciate the good rating and I also seriously appreciate you bringing up the negatives! It helps me become a better dev and improve this game! I would love to expand on it and make it something that is tight, smooth and fun! This helps tremendously! Again, thank you!

Submitted

"On the point of the slime jump timing could you elaborate? "

Sure thing! They're on a timer, but because they pause it's hard to tell when they're going to start jumping again. So I can count a second in my head, but if I count 0.9 seconds or 1.1 seconds then I just run straight into the slime, or jump right over it. If it maybe squished a bit half a second before jumping to telegraph the upcoming jump. 

Mario 3D World deals with this by putting it into the music, with the beeps signalling that things are going to change and a colour pulse as well. Without that I think those levels would be next to impossible.

https://www.youtube.com/watch?v=GDq1uoC36Z8

I actually found getting the timing right easier on Shooty Bois because of the laser pulse, I knew every second pulse the slime would jump so could prepare. Without that consistent timing for me to get in sync with, it just felt like random chance whether the timing would be right.

It sounds like you already knew a lot of these things already, and have improved it which is good to hear! I'll play it after the jam when you update it, because I'd love to complete it. You also solved the design challenge that we didn't in our game with the multiple abilities. We ended up going multiple characters but you found a way to make it work with "only one" character still.

- Joe

Developer(+1)

Oh wow a visual queue would work perfectly for that! I see what you mean! Maybe squish down a bit like they are ready to spring and get a little darker or something! Maybe even put a little charging up a jump sound effect for good measure.

My idea actually started out as being multiple characters as well! I forget the exact moment it evolved into abilities, but I was always using these colors in the placeholder sprites and I thought "Huh, maybe the character just changes colors with the ability instead" Then I came up with the slime idea because usually they are pretty colorful fellas haha. Don't sell yourself short because your characters had a lot of charm! I really liked your approach!

Thanks for detailing what you meant! I'm inspired so I'll probably work on that enemy mechanic tonight!

Submitted(+1)

I felt it had great level design, and the mechanic opened itself up to a lot of interesting puzzles, however I think the controls needed some refining. Some issue I had were;

  • - It took me a while to realize that I had to keep z held down in order to bounce off slimes, this should probably be mentioned somewhere because before I couldn't tell why sometimes I would bounce low and sometimes I would bounce high.
  • - At times I would press x to choose an ability in the air and when I press z to do it I found that I was using a different ability than the one I selected. Maybe having a different button for the action and selection, or a check in code, to only change the selected ability if the window is still open after .5f of a second, to reduce the chance of this happening.
  • - When getting a reset coin, if pressing Z would let you use the last ability without having to reselect it.

These could have just been me, but I feel if these inputs were polished up it would help reduce the difficulty curve and some frustration that can be caused by deaths that are due to unintended inputs rather than skill (though i'll be honest, I would still probably die a lot). I'll be uploading a video of my playthrough of some of this game soon, so that might make it clearer, hope this feedback is helpful.

Submitted

"When getting a reset coin, if pressing Z would let you use the last ability without having to reselect it."

Seconded!

Developer

Thanks for the comment and you are 100% on the money! I agree with it all.

I had to really rush the tutorial/easing the player into the game. That is why There was that really long letter from grandpappy in the beginning. The only indicator of the hold "Z" I had was in the first level with it but it wasn't as visible as I would have liked.

The feeling "like the game used a different ability" issue was a result of a sorta last minute change. It's just some poor menu design sadly. Not a glitch, but by using "Z" as both change ability and activate ability the player can easily press it before closing the menu when they were actually trying to press it after to activate the selected ability. I should have just mapped the menu out differently. Its one of my bigger regrets.

Agree on the coin front too. Having it default to your last ability would have made it a much smoother experience. Wish I had thought of that before :P

Thanks again for the suggestions! I appreciate these quite a lot because I want to tweak this into something really fun. This helps with that a tremendously! Looking forward to the video! Shoot me a link if you can!  Would love to watch!

Submitted

Here is the video of me playing this game, starts at around 28:10

Submitted

Great game
Very polished for a game jam

The Z/X wasn't clear at the beginning, because I didn't understand I can only use an ability once

I love how your mechanics give a great and novel platform experience

We did a similar "one ____ at a time only" but opted for senses rather then special abilities
Your idea is much easier to expand and I using the enemy art for ability clarification is a really intuitive way to convey the ability's ... ability

Keep expanding on it :)

Developer

Thanks for the kind words! The game suffers from not having a proper tutorial/training the player phase for sure. I'm going to definitly have to check yours out if we had similar ideas then! Looking at the art I already like it! I actually do intend to expand the game some more so I appreciate the encouragement!

Submitted

I'm going to start with what I didn't like. The controls were a little clunky. Possibly just because I don't like keyboard platformers. I picked the wrong ability a lot -- If you could make the non-active abilities fade out a little, that I think would add a lot of good feel to the UI piece of it. I also found that if you freeze time the same frame a bullet hits the button.... your audio goes craaaazy XD. Last small piece of critique: The audio in this game is well-done except for the sound when you are switching through your abilities, it's pretty loud and shrill compared to the rest of the game noises.

That said, this game is great! One of the longer games I've played this jam, and it played good front to back, pretty much. One of the most fun entries I've played so far. I sort of got a Celeste feeling when I was dashing into enemies and flying off their heads. There's a lot of potential with this game. Grats on a great jam entry!

Developer

Thanks for the comment! Please do! I need all the gripes I can get so I can polish it up into something more fun! From the get go I thought this game would be more suited for controllers, however I just didn't have time to get both going and I wanted to make it as accessible as possible. I like the idea of the fade for sure! I think the farther back on the menu, the more faded and darkened they should get! Thanks for that idea!

I had NO idea about the button sound issue! I'm sorry if you were wearing headphones XD

I actually cant remember off the top of my head if  I lowered the sound on that specific effect, might not have, but I'm not sold on its whole sound effect anyways. May look into changing or tweaking it.

Thank you so much for the kind words! It really means a lot! I have been told by a few people that it has a Celeste vibe so I'm not going to complain about that one bit! That's an honor!

Submitted

This game is amazing! Its super challenging but super fun! Unfortunately, after passing "Shooting bois" (which I am extremely proud of) I didn't have time to do more but (if there is a level select menu) i'll try to beat the whole level! Very good game! But, the fact that you could pick up a coin to reset the abilities, even though its very fun, in my opinion, breaks a little bit the theme "Only One". Apart from that perfect game!

Developer(+1)

Thank you so much!! Yeah it's a bit of a longer game for sure. This is my first jam and I wanted to add more levels because I thought it was short, but hearing that and playing others makes me feel a lot better! The coin did break the theme a bit I agree, but I wanted to add new elements of challenge and that was before I came up with the button/door idea and the lava (which you didn't get to haha ;D), so I didn't want to just scrap the levels with them in it. Time crunch is a cruel mistress! Thank you so much for the play and comment!

Submitted

You just gained a follower man! Love your attitude, love your work!

Developer(+1)

Aww shucks, you are too kind! Thanks for the follow! I'll follow you right back! I'll also be updating this game and hosting it here so I'f you ever want to try out the updates you'll see 'em :D

Submitted

Hah, this is very hard :D
Intresting approach! I certainly is a tight platformer, maybe the learning curve is a little bit to thigh - for me it is.

In the end, I think your "one mechanic per room" is stronger than "you can only select one mechanic", so maybe roll more with the first one? But overall, very well done!

Developer(+1)

Thank you for the feedback! The curve is absolutely too much! It was a result in rushing the level design among a few other things, so it's not just you!

I've been debating on either removing the ability menu or streamlining it. Whichever, it needs tweaked for sure. Thanks for the input!

Submitted

Level design is something I have to put in more time too :D

Submitted

I played this game way too long, but I just had to finish it. There are so many levels. I got around 200 deaths :D lol

It fits the theme perfectly and I think its very original.

The only thing I'm not quite happy is with the controls. I think you tried to only use one button for your abilities, but maybe it would be nice to have each ability on a separate button because I mixed them up way to often, especially during the jump sequences. At some points I was sure to have selected the correct ability, but he was doing another one. Maybe a bug in the game.

You could then also add the spacebar for the stopping of the time. So this would be my suggestions:

  • W for jump
  • D for dash (yeah, same letter)
  • A for shoot
  • Spacebar for stopping time

Try it out and let me know how it feels ;) I would also test a version of the game using these theme. Maybe I'm completely wrong :D

I hope my comment helped you.

Developer(+1)

I'm so glad you had that much fun with it! That means a lot! Controls are absolutely one of its larger downfalls and it's something I'm actively tweaking. I've said it before, but I think this game really needs controller support to shine. I'm experimenting with a few different button combos and layouts to see which one fits better! That may be a really good one for keyboard support! Thank you for the suggestion! I may hit you up at some point for testing that very setup if you are serious ;)

Submitted

I'm serious ;)

Submitted

This was very difficult but also very fun! You did a great job designing all those puzzles - gotta love a game that pushes its players  to beat tough odds! Well done! :D

Developer

Thank you so much! I really wish I could have fleshed out the puzzles a bit more, but I'm glad that the ones present are fun without being too awful to traverse! Thanks for the play and glad you had fun with it!

Submitted (1 edit)

Cool idea but Very, very challenging.

I got stuck after a while, but I think I'll get back to it when I have more time, too many games to try in this jam.

Art and "story" are really good. Congratulations.

Here's mine if you can spare some time playing it. Many Thanks:
/jam/gmtk-2019/rate/463337

Developer

Yeahhh there is a bit of a learning curve at first! Glad the story wasnt too awful! It mainly came from not having enough time to implement a proper tutorial/intro. Thanks for the play and I'll go check yours out right now!

Submitted

A lovely platformer with super cute characters, enjoyed it through :) Nice job!

Developer(+1)

Thank you so much! I appreciate the play, and I'm glad you enjoyed!

Submitted

Fantastic! Really smooth transitions between being able to freeze and unfreeze time in the ability menu. The feels like it was made by someone with a lot of experience in making games with the way everything flowed together. 

I'm gonna recommend this to a friend of mine that really likes slimes lol

Great job!

Developer

Oh wow how cool! Thank you so much for the kind words! That means a lot to me! I spent a lot of time on game feel so I'm glad it made for a smooth player experience! You'll have to let me know how your friend likes it! :D Thanks for the play and glad you had fun with it!

Really like it ! You made a reason behind the one-only theme and i like that (could say the grandpa' lore?). Fun puzzle game.

Developer

Hahaha glad you liked my grandpappy lore! It came about mainly because I ran out of time to implement a solid tutorial/intro to the game! So I tried to just make it a fun way to get the player up to speed! Glad it went over well! Thanks for the play and I'm happy you enjoyed!

Submitted

Game is great, once you get use to switching abilities, you start to get the hang of it. Love how the controls are on a sign at the start of the game, to blend in with the environment. Game feels very polished. The view is smooth and catches up with the object. Really like how you made restarting a game mechanic where it just kills yourself. Game overall is great, very special and unique.

Developer(+1)

Wow thank you so much for the kind words! I appreciate the comment! I spent quite a bit of time on "game feel" so I'ts nice to hear that it was a smooth experience for players! Thanks for the play and glad you enjoyed! :D

Submitted

Had a blast playing, the controls are a bit confusing at first but it becomes a good puzzle platformer once you get used to it. Great!

Developer

Thanks for the play! Yeah there is a bit of a learning curve at first but I'm glad you enjoyed it after!

Submitted (2 edits)

Awesome platformer/puzzle game? Really liked it. Feels very polished. controls are not perfect for me, since y and z are swapped on my german keyboard. :)

Developer

Thanks for the play and support! Glad you enjoyed it!

Very cool idea. As others said, the controls and level design can make it a bit frustrating, but despite these (minor) issues, it remains very enjoyable to play. Good job !

Developer

Thank you for the kind words! I really regret having to rush a bit on level design, but I'm glad it still makes for a fun experience! Thanks for the play! Glad you enjoyed it!

Submitted

Solid game, would say not a fan of having to hold X then select to change abilities, and Z to use ability. would say SpaceBar be use to use the abilities and use the Up & Down Arrows to cycle abilities. makes it quick for the player and removes the need to pause the game.

Developer

Yeah I agree. The controls could use some tweaking! I firmly believe this game could really use controller support to make it shine in the control department! Glad you enjoyed it though! Thanks for the play!!

Submitted

and thanks for playing my game.

Submitted

Wow. Very cool idea of changing the ability.

I got used to the controllers for a little bit, but in general it’s very cool! Well done

Developer

Thanks for the kind words! The controls need to be a bit more friendly, but I'm glad you could adapt and have fun!

Submitted

Cool idea! Took a little while to get used to the controls (I'm not a Z/X guy) but after that, it was good! Chaining abilities was a nice touch and made for some pretty intense situations lol. Trying to make sure you plan the next ability while hanging in air before you fall to your death.. that was tense. Good job :D 

Developer

Thank you! I really had fun tweaking the abilities for chaining purposes although I would have liked to flesh it out even more! Thanks for the play and glad you enjoyed it!

Submitted

It's a really clever idea, but level design could use some improvement.

Developer

I couldn't agree more. I spent a little too long on the feel and had to rush a bit with the level design! Learned a lot about prioritizing for jams! Thanks for the play! Hope you enjoyed it!

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