Made from a scratch within 48 hours during LD compo. Slimefestation is a skill based real time strategy game about managing ever growing horde of Slimes with limited abilities to get rid of them. Goal is to survive as long as possible to get higher score than last time.
:bulb: Protips for Higher score! - Yellow Slimes are your friends. Go for big healthy yellow Slime population. They won't multiply and they change color at half rate. Only tend to yellow Slime when you want to specifically pick it up and give it away. - Yellow Slime turning into red Slime resets the multiplication timer of blue Slime. - Yellow Slime turning into blue Slime resets the explosion timer of the red Slime. So it is useful to let the mood of the Slimes change all the way. - Don't unneccessarily turn slimes blue as they will soon multiply out of control(Less blue slimes the better). - Carrying blue slime halts the timer on multiplication. Its good to always carry one. - Don't ignore red Slimes, tend to them! Left untended they will explode, create slowing goo and spawning more red Slimes. Together red Slimes will devise a master plan to overthrow your rule!
:white_check_mark: 4/12/2017 v1.0 - v1.1.3
- HTML5 Version now available. - Difficulty curve drastically lowered. Games should last a little longer now and be a bit more enjoyable. - Player speed and Slime spawn rate increased(5-15). (feedback by @matthias-schedel) - Slime fetch guy's rendering order fixed. (feedback by @matthias-schedel) - Fixed Slime spawning running in the background while in main menu. - Added E & Enter as use keys. (feedback by @flubz)
:white_check_mark: 5/12/2017 v1.1.4 - Updated Main Menu to be clearer - Fixed Enter key from restarting the game too soon after boss slime spawn - Increased Slime collision radius (feedback by @pinkemma)
>It's not much but it's the first game I ever completed. Thanks Ludum Dare for pushing me! In the end I ran out of time and had to go with placeholder sounds and no music. Maybe better time management next time. :)
The red slimes spraying everywhere was alarming, I hadn't noticed them sneak off to a corner to multiply! Neat game, but very hard. Once there are enough red slimes you can't really stop them from getting to the center. Also not sure about giving the slimes away, I assume you hand a blue slime to the man on the left? I couldn't get it to work though.
To give slimes away, pick-up blue one, walk right next to the other guy and press space. I also uploaded HTML5 version and lowered difficulty a whole lot. Hope you have better experience now. :)
Haha that was great! I thought the slimes were just innocent little critters that would eventually fill up the screen. Nope. Did not expect that ending at all.
Feels much better :) - I have to minor problems: The bloods keeps staying on top of the guy that fetches the slimes and if you get stuck in the middle between to many slimes you won't be able to move/ push them away
I got 12000 points then I died :). The game started very slowly and at first I thought nothing would happen. The red slimes were impossible to stop once they started getting traction. Interesting stuff!
The controls were very solid and the graphics looked nice. The sounds were very run-of-the-mill but they were good to have. Carrying a slime felt natural. I would have liked the person wanting slimes to say something else every once in a while, and perhaps tell me where he went when he got what he wanted!
12000 points? Well done. I can barely get 1200! Sucking at my own game, haha.
I was planning on having multiple people coming to help with the slimes, from multiple directions and having multiple dialogues. But that ended up being a flavor stuff that I didn't have time to do for the compo. Maybe I'll continue this project to it planned conclusion some day.
The dude you give the slimes to could have had a slight bigger interaction radius, maybe also a highlight for the slime you interact with. But still, well executed.
Nice work! I almost got to 10000 points. I have to say, I did try to merge the slimes a few times at the start even though I clearly remembered that no where did it say that could be done haha.
Fun game! The hitbox on the player was a little annoying sometimes, as I'd try to interact with slimes only for it not to work... Also First time playing I didn't pay attention to my score and I didn't understand that you were supposed to capture slimes and sell them off to the dude on the left. (But once I did I got points, of course) Good job
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I'll check back later, looks like a neat game though ^^
Really like the moment when you realise the red slimes are plotting something.
(does the guy actually kiss the slimes?!!)
Well I found a glitch where if you game over and then restart no slime spawns
Great job!
I'd probably change the key to pick up the slime as well.
As for the pickup key. I could add other use keys like "E" besides Space but it might be against rules now that the development time is over?
The controls were very solid and the graphics looked nice. The sounds were very run-of-the-mill but they were good to have. Carrying a slime felt natural. I would have liked the person wanting slimes to say something else every once in a while, and perhaps tell me where he went when he got what he wanted!
Good job!
I was planning on having multiple people coming to help with the slimes, from multiple directions and having multiple dialogues. But that ended up being a flavor stuff that I didn't have time to do for the compo. Maybe I'll continue this project to it planned conclusion some day.
(But once I did I got points, of course) Good job