August 24th-27th 2012 :: Theme: Evolution

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Slime Slayer

by Mjiig - 48 Hour Compo Entry

This game is called slime slayer, you are a soldier who's been tasked with clearing out the dungeons of all the dormant slimes. Unfortunately, the second you walk through the door they all wake up, and start reproducing like crazy. Convenient that, isn't it...

Kill them all as quickly as you can before they outnumber you. You attack by walking into them, they can attack you when they walk into you. Your health is the number in the top right, the max amount of damage you can do in one hit is the number below it and your speed is the number below that (all 3 are in green). Click on any slime and the same set of stats will appear in the same order for that slime (in red).
The two blue numbers are to do with when you can upgrade. The top one is your total kills, the bottom one is your target. Whenever your total is above your target, click on one of your stats to upgrade it. Upgrading health will increase your max health by 5 and give you max health. Use your upgrades wisely, they become harder to get as the game goes on.

Finally the two black numbers at the bottom are the current level (top), and the best level you've reached in this session.

Sorry about the rubbish UI, I'm never very good at that stuff.

A final warning, child slimes are often much more dangerous than their parents...

(In retrospect, this needed a lot more balancing, but I still think it's fun! Level 20 is more or less peak difficulty for the record, though in theory it gets harder right up to level 150).

Downloads and Links




Ragzouken says ...
Aug 27, 2012 @ 10:36am

It'd be nice to have some visual feedback that you are attacking a slime (and vice versa)

ollie says ...
Aug 27, 2012 @ 10:48am

The premise of being tasked to kill off the slimes and then them waking up and multiplying is cool, I don't think the gameplay matches up to that unfortunately. The core concept works well but there isn't much feedback telling you what's going on

Punga says ...
Aug 27, 2012 @ 3:20pm

I like the "turn" based system of time. But the game was too boring and the Hydlide-like attacking was awful.

NatNoBrains says ...
Aug 27, 2012 @ 3:23pm

Would have been nice to have flipped sprites depending on which way the object is travelling, and some kind of sounds and music. It also would have been nice to have an attack/block button to add a bit more depth into the combat.

Vordux says ...
Aug 27, 2012 @ 3:26pm

You really needed to include more information for the player to understand what all of the numbers on the screen were, it is simple to remember, but could make it a bit annoying for some.

Good effort all around though.

shadowdruid says ...
Aug 27, 2012 @ 3:38pm

I like the idea of the game.
The upgrade system is nice (Maybe give the information about the numbers inside the game and not only on this page).
Also the game looks very static, some animations and sounds would be nice.

Loyalty says ...
Aug 27, 2012 @ 3:48pm

very good idea, but needs a better combat system and SFX or music

Zoomyzoom says ...
Aug 28, 2012 @ 5:44pm

Kind of hard to know what is going on

Raptor85 says ...
Sep 1, 2012 @ 8:25am

hard to tell what's going on, as has already been said, even just a few more frames of animation would have really helped.

TastyOrange says ...
Sep 2, 2012 @ 2:24am

It was pretty cool once I understood what all the stats did. The easiest solution would be to put a short label between the numbers in the white space. It would definitely improve how easy the game is to understand.

The core mechanics are really interesting! But the graphics are so-so, there aren't any sounds, and the game just keeps getting slower and slower the more slimes are on the screen. It could become a much better game with more flair (graphics/sounds), balancing, and speed improvements.

That being said, the core mechanics are very solid, you just need to go from there; I'm sure you could do a lot with this. I'd love to see a post compo version!

Sep 9, 2012 @ 5:19pm

I installed everything libjpeg-related that was available, but this still won't run for me on Ubuntu 12.04. I have the development packages, too.

Mjiig says ...
Sep 12, 2012 @ 6:29pm

Josh, I don't know for certain but I don't think this game will work on 64-bit Linux because of the way it's statically compiled. Sorry about that but there's not a lot I can do with the machines available to me.

Gabriel says ...
Sep 13, 2012 @ 9:30pm

This is the entry I've played the most time so far! :)
I liked the idea, and the first level really challenged me. It's always fun to decide which upgrade to get!
However, at level two I discovered you can actually farm the slimes - aka letting them grow in numbers and them killing 90% of them, then going away and letting them reproduce again and killing 90% of them again... For the upgrades, after Speed got to about 10, I'd always improve Attack, except when my health was really low, in which I'd pick the health upgrade for healing. At some point, my attack was at least twice the HP of even the strongest slimes, so I started accumulating XP to use as health potions when needed, and would only use them when my HP was below 20. I then rushed until level 12 without problems, and turned off because it was clear to me I had found an exploit. :(
The reason I'm giving this detailed description is because I'd REALLY LIKE to see a post compo version! I love this kind of game, I actually played Desktop Dungeons and other dungeon crawlers quite a lot (hell, our main project, The Journey of Eko, has several dungeon crawler elements!). To avoid the farming exploit, I'd increase A LOT the slimes' evolution rate in a level, in order to make it less worthy to farm them. Another approach would be to add some fog of war so that you can't really know what's going on in all the labyrint (that would make it riskier to let slimes live), and/or make slimes have an increasing chance of spawning slime-bosses, which are unworthy for farming (low XP but difficult to kill). Anyway, just suggestions! ;)
Also, since killing slimes is a major part of the game, I'd work on making that visually interesting. Maybe a few particles will do the trick! Notch said that Minecraft's main action is to destroy blocks, so he made sure that doing that was visually pleasing (with the gradual cracks and particles). I loved that advice and employ it all the time! Our games usually have a lot to do with running and jumping, so there are always particles associated with those actions!. ;)
Another point: it would be great if there was a visual indication of which "type" the slime offspring is becoming (stronger, faster or more resistant), as well as which level they are.
Anyways, congrats, I hope you put the time to finish this! If you do that, I'd love to play - maybe you can let me know in Twitter or something? @pixel_cows


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