
Greedy Slime
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
You play as a greedy ball of slime, collecting coins and navigating through the gates of a rocky world. Some coins are located high up, but jumping consumes coins.
This was a fun experiment in raymarching. The slime ball character is a simulated skeletal mesh with the bone locations set as material parameters. The visual geometry is actually just a sphere that encapsulates the skeletal mesh, with a custom raymarch shader that reads the location parameters. This provides a fun metaball effect.
There are however potential visual sorting bugs when the render sphere intersects a foreground object. Performance can also sag when the render sphere takes up too much screen space.
A decent chunk of dev time was spent noodling with the shader, so both level design quality and audio suffered a bit. (There is no audio.)
The slime may be greedy, but it does look soft and gelatinous.
This was a fun experiment in raymarching. The slime ball character is a simulated skeletal mesh with the bone locations set as material parameters. The visual geometry is actually just a sphere that encapsulates the skeletal mesh, with a custom raymarch shader that reads the location parameters. This provides a fun metaball effect.
There are however potential visual sorting bugs when the render sphere intersects a foreground object. Performance can also sag when the render sphere takes up too much screen space.
A decent chunk of dev time was spent noodling with the shader, so both level design quality and audio suffered a bit. (There is no audio.)
The slime may be greedy, but it does look soft and gelatinous.