Very well made! There's something about that level of absurdness.. Nice!
These are the things I thought was nice: + Naration + Graphics: I'm a sucker for low poly. Really beautiful. + Funny: I love the absurdness + Cool life indicator of slime: shrinking + Anbiance
Could use some work: - Difficult to pick up sticks
@llewellyn-and-michael Yeah, I mainly support the Windows build. I only added the WebGL build for convenience and the Mac/Linux users out there. I really don't know why the game behaves that way in that build. Glad you enjoyed it nonetheless!
@metalfist213 Thanks for that detailed review. Regarding the sticks: Did you play the WebGL version? I noticed there that the collider positions are quite off as opposed to the Windows build. Not exactly sure why. Other than that I could have increased the collider size anyways!
Thanks for the feedback everyone so far. I published a quick hotfix for the Windows and WebGL versions that increases the collider bounds of the sticks. It is now hopefully easier to select them with the mouse.
@texz Yeah, I thought of enlarging the map and add more stuff to feed the slime with, but instead I focused on polishing what I had (animations, sounds etc.).
@versatilesponge Thank you. The sound effects were fun to make. I published a small hotfix that decreases the slime sounds when the player moves away from it.
Funny narration in the beginning, the audio for the slime was the only bit of audio that was jarring. Definatley need to come back and play this game with the right mouse as it's not super accessible with a mouse pad, but it was still fun nonetheless!
@humphreysmedia Yeah, I just used a headset microphone. And my audio editing skills are not the best :D Uh, I remember the feeling playing with the mouse pad. Especially for an FPS I think this is rather difficult^^
@mcprog Yes, the WebGL build seems to have issues with the colliders somehow. I already increased their size, but it's still off a bit. In the Windows build it's good, however.
This game looks beautiful, with a detailed environment that clearly had a lot of work put into it. The sound effects were good-- I liked the ambient bird chirps and cute slime noises. I didn't run into any issues with the webGL build. I loved the ending!
Areas for improvement.
This might have been what you were going for, but there isn't really much here. You just run around picking up a few sticks, and that's it. Would have been nice if there way maybe something a little more engaging there.
Overall:
This is a beautiful little scenario, very cute and charming. I just wish there was a little more beneath the exterior-- but I also understand that it's hard to do everything in 72 hours, and it's clear that that your effort went into perfecting what you have-- and you certainly succeeded in that!
@snail Thank you very much. Yeah, of course I thought of opening up the map or add more resources to feed the slime with, but I wanted to polish what I had in the short amount of time that was left.
I'm on Linux right now, so thanks for the WebGL build, worked perfectly! Nice little game, I enjoyed the graphics a lot, best I've seen as of now, I have a weakness for low-poly :wink: Could be a little longer, maybe with hidden sticks and/or randomly placed, so players could enjoy a second run. The ending, well, I absolutely didn't see it coming, ahahahah, well done! :rofl:
@carol03x Yeah, I hear that a lot. I already increased the collider size on those. Maybe it's the WebGL build that behaves a bit different than the Windows build.
Fun little game, the baby calf noise or whatever it is for the slime makes you feel like the poor guy is about to dissolve or something. Fun little twist ending also.
Given the Jam-game scale, it's easy to overlook the repetitiveness of the sound effects and gameplay the maybe slighty-small stick interaction-boxes - of course, the presentation, clear directions, cute and simple story more than make up for it in my eyes. Small UX change I'd make besides those first things is also making it easier to restart, or at least having transitions that are cancellable sooner. Not a big deal at all, but could be convenient for some. Nice!
@roey-shap Hey, yes, you are right. The transitions could have been made sharper and cancelable earlier. I did not anticipate people playing multiple rounds to be honest. Maybe at least two times^^
1 - Mecânicas, Aprendizado e Fluxo: Explorar o cenário, coletando o próximo item a ser entregue (ou substituindo o item pego). Aprender a jogar foi muito fácil e divertido (exceto ter que ir longe sem algum tipo de habilidade de corrida ou de pulo, hahahahah). O fluxo de jogo é simples, fica mais difícil se tiver que ir mais longe. Sobre a parte (felizmente pulável) da narrativa, também foi muito boa; foi uma boa surpresa ver que havia dublagem.
2 - Gráficos, Áudio, Narrativa e Polimento: A arte gráfica é simples e funcional (confortável). A fonte escolhida para contar a história talvez possa ser melhorada de alguma forma (para o tempo de Ludum Dare ficou bom, e eu nem saberia como melhorar). O áudio ficou divertido (especialmente as dublagens). A narrativa foi apresentada de forma engraçada também (seria interessante se tivesse como ter mais que um final vitorioso, não consegui chegar nisso).
3 - Cultura: Ao meu ver, usa criatura popular (slime) que tem um comportamento esperado e avança em cima disso com bom humor. Creio que o jogo poderia ser um conjunto de contos sendo contados na prática (caso pretendam expandir); cada conto ensinando algo sobre uma criatura diferente.
4 - Monetização: Vejo o jogo muito mais como diversão rápida, que como produto comercializável (a menos que estendam bastante o escopo do projeto de alguma forma), ao exemplo de contar diversas histórias com fundos de moral/humor.
1 - Mechanics, Learning and Flow: Explore the scenario, collecting the next item to be delivered (or replacing the item picked up). Learning to play was very easy and fun (except having to go far without some kind of running or jumping skills, hahahahah). The game flow is simple, it becomes more difficult if you have to go further. About the (happily skippable) part of the narrative, it was also very good; it was a good surprise to see that there was dubbing.
2 - Graphics, Audio, Narrative and Polishing: Graphic art is simple and functional (comfortable). The font chosen to tell the story may perhaps be improved in some way (for Ludum Dare's time it was fine, and I wouldn't even know how to improve). The audio was fun (especially the voice acting). The narrative was presented in a funny way too (it would be interesting if it had more than a victorious ending, I couldn't make it).
3 - Culture: In my opinion, he uses a popular creature (slime) that has an expected behavior and moves forward with good humor. I believe that the game could be a set of stories being told in practice (if they intend to expand); each tale teaching something about a different creature.
4 - Monetization: I see the game much more as quick fun, than as a marketable product (unless they extend the scope of the project enough in some way), to the example of telling several stories with moral / humor backgrounds.
@gustavo-christino Hey, thanks for that in-depth review of the game. Yeah, I wondered about the font as well. Maybe the color could have been made dark, so that it will better pop.
@jiukka Could be^^ I think the game is a bit too hard at the beginning. Players just try to find out the mechanics (different sticks etc.), but then the slime is already dead. It's just I wanted players to see both endings (and thought it might already be too easy, so they see only one).
By like the third stick I was understanding why you usually kill them instead of feed them and when it at me I was so done with the freaking thing. Maybe I'm not very nurturing.
great sound effects :D and nice overall presentation with the lowpoly artstyle and simplistic font type. I wanted to play your game from the moment I heard the first "bird" whistling. its all coming together nicely. gameplay fits the theme. let me run faster! ;P
Comments62
These are the things I thought was nice:
+ Naration
+ Graphics: I'm a sucker for low poly. Really beautiful.
+ Funny: I love the absurdness
+ Cool life indicator of slime: shrinking
+ Anbiance
Could use some work:
- Difficult to pick up sticks
One thing that annoyed me: the sound the slime makes doesn't decrease when you get far.
Niom'nom nom nom
I love the AAA SFX you put into this, they were so fun!
well done!
This game looks beautiful, with a detailed environment that clearly had a lot of work put into it. The sound effects were good-- I liked the ambient bird chirps and cute slime noises. I didn't run into any issues with the webGL build. I loved the ending!
Areas for improvement.
This might have been what you were going for, but there isn't really much here. You just run around picking up a few sticks, and that's it. Would have been nice if there way maybe something a little more engaging there.
Overall:
This is a beautiful little scenario, very cute and charming. I just wish there was a little more beneath the exterior-- but I also understand that it's hard to do everything in 72 hours, and it's clear that that your effort went into perfecting what you have-- and you certainly succeeded in that!
1 - Mecânicas, Aprendizado e Fluxo:
Explorar o cenário, coletando o próximo item a ser entregue (ou substituindo o item pego).
Aprender a jogar foi muito fácil e divertido (exceto ter que ir longe sem algum tipo de habilidade de corrida ou de pulo, hahahahah).
O fluxo de jogo é simples, fica mais difícil se tiver que ir mais longe.
Sobre a parte (felizmente pulável) da narrativa, também foi muito boa; foi uma boa surpresa ver que havia dublagem.
2 - Gráficos, Áudio, Narrativa e Polimento:
A arte gráfica é simples e funcional (confortável). A fonte escolhida para contar a história talvez possa ser melhorada de alguma forma (para o tempo de Ludum Dare ficou bom, e eu nem saberia como melhorar).
O áudio ficou divertido (especialmente as dublagens).
A narrativa foi apresentada de forma engraçada também (seria interessante se tivesse como ter mais que um final vitorioso, não consegui chegar nisso).
3 - Cultura:
Ao meu ver, usa criatura popular (slime) que tem um comportamento esperado e avança em cima disso com bom humor.
Creio que o jogo poderia ser um conjunto de contos sendo contados na prática (caso pretendam expandir); cada conto ensinando algo sobre uma criatura diferente.
4 - Monetização:
Vejo o jogo muito mais como diversão rápida, que como produto comercializável (a menos que estendam bastante o escopo do projeto de alguma forma), ao exemplo de contar diversas histórias com fundos de moral/humor.
1 - Mechanics, Learning and Flow:
Explore the scenario, collecting the next item to be delivered (or replacing the item picked up).
Learning to play was very easy and fun (except having to go far without some kind of running or jumping skills, hahahahah).
The game flow is simple, it becomes more difficult if you have to go further.
About the (happily skippable) part of the narrative, it was also very good; it was a good surprise to see that there was dubbing.
2 - Graphics, Audio, Narrative and Polishing:
Graphic art is simple and functional (comfortable). The font chosen to tell the story may perhaps be improved in some way (for Ludum Dare's time it was fine, and I wouldn't even know how to improve).
The audio was fun (especially the voice acting).
The narrative was presented in a funny way too (it would be interesting if it had more than a victorious ending, I couldn't make it).
3 - Culture:
In my opinion, he uses a popular creature (slime) that has an expected behavior and moves forward with good humor.
I believe that the game could be a set of stories being told in practice (if they intend to expand); each tale teaching something about a different creature.
4 - Monetization:
I see the game much more as quick fun, than as a marketable product (unless they extend the scope of the project enough in some way), to the example of telling several stories with moral / humor backgrounds.
Very fun game, nice job guys!
The gameplay was a bit straightforward, would have been nice if I could have lured the blob to other places for a cost.
Great conclusion too ;)