The Legend of Slime Princess Jeremy
Play as the Scottish bard, Joe, wielding his special red lute. You will risk it all in a daring adventure to rescue the Slime Princess, Jeremy from the sinister Goblin King Kevin, and his evil minions, the Dark Elf Drew and the Wyvern Noah.
> I used Garageband to record sounds through a Blue Yeti, and did some post-processing of them in Garageband.
> I used a BMG Special guitar to record some sounds in Garageband using Amplitube 5 for effects and amp modelling.
> I also used an iRig Keys I/O for MIDI input to create orchestrations in Garageband, and used Sampletank 4 for instrument samples for the various MIDI instruments.
> I learned quite a bit about foley arts in trying to make the SFX for the game - it’s crazy what kinds of things you can use to make sounds that match a game’s events. I also learned a lot about how difficult it can be to record live instruments (vs MIDI instruments), and how precise you need to be when recording, especially when the sounds need to loop. I also learned a ton about MIDI setups, and how hard it can be to finally determine when to stop adding layers and new instruments to an orchestration and just call it “good enough”
> I am used to creating basic assets like buildings, tools, and weapons, but I have never been successful in creating a main character.
> This time I was asked to create 4 main characters, one of which was a Wyvern. They turned out way better than I could have hoped for, but I clearly need more practice. As it turns out, I haven't the slightest clue how to make a Wyvern...
> This is my first successful team based game jam. It was nice focusing mostly on graphics, but creating 4 main characters, on top of the usual assets really pushed my capabilities, and I ran out of time fast.
> I don't think it is possible to do a game jam and feel like you had enough time.
> ### UsedTools ###
> * A* Project by Aron Granberg for enemy pathfinding (GoblinKing)
> * Glitch Effect by Creative Commons to give a glitching aesthetic to the camera at certain intervals (MainCamera)
* We also shrunk the size of the enemy fire slightly to make the game more playable (only @drew-daily had the skills needed to beat the game).
* It was also necessary to lower the rate of fire on Dart Slinging Drew (he was very over powered [you'll never guess who made the initial settings]).
@joe-chenevey ###
> I did the sound engineering for The Legend of Slime Princess Jeremy.> I used Garageband to record sounds through a Blue Yeti, and did some post-processing of them in Garageband.
> I used a BMG Special guitar to record some sounds in Garageband using Amplitube 5 for effects and amp modelling.
> I also used an iRig Keys I/O for MIDI input to create orchestrations in Garageband, and used Sampletank 4 for instrument samples for the various MIDI instruments.
> I learned quite a bit about foley arts in trying to make the SFX for the game - it’s crazy what kinds of things you can use to make sounds that match a game’s events. I also learned a lot about how difficult it can be to record live instruments (vs MIDI instruments), and how precise you need to be when recording, especially when the sounds need to loop. I also learned a ton about MIDI setups, and how hard it can be to finally determine when to stop adding layers and new instruments to an orchestration and just call it “good enough”
@hinesite ###
> I created all of the graphics in GIMP.> I am used to creating basic assets like buildings, tools, and weapons, but I have never been successful in creating a main character.
> This time I was asked to create 4 main characters, one of which was a Wyvern. They turned out way better than I could have hoped for, but I clearly need more practice. As it turns out, I haven't the slightest clue how to make a Wyvern...
> This is my first successful team based game jam. It was nice focusing mostly on graphics, but creating 4 main characters, on top of the usual assets really pushed my capabilities, and I ran out of time fast.
> I don't think it is possible to do a game jam and feel like you had enough time.
@noah-whittington ###
> I used photography and GIMP to create some in game assets to relieve some stress on hand drawing items and characters. I also used adobe spark to create a simple little slide show at the end for some credits.@drew-dailey ###
> I’ve never been under as big of a time crunch in game development before so Ludum Dare was a challenge. It was a great experience though, as it helped me learn where I can improve both as a coder and a game developer. I’m looking forward to the next Ludum Dare to see how much I can improve by then.> ### UsedTools ###
> * A* Project by Aron Granberg for enemy pathfinding (GoblinKing)
> * Glitch Effect by Creative Commons to give a glitching aesthetic to the camera at certain intervals (MainCamera)
@Jeremey ###
> I still haven't decided if I am going to participate yet.Post Jam Gameplay Tweaks #
* We shrunk the bounding boxes of the enemy fire slightly (they were larger than the image).* We also shrunk the size of the enemy fire slightly to make the game more playable (only @drew-daily had the skills needed to beat the game).
* It was also necessary to lower the rate of fire on Dart Slinging Drew (he was very over powered [you'll never guess who made the initial settings]).
Tools: GIMP


Comments15
I did find though that the main play area's graphics were a little blurry
The game had some weird collisions too. A good part of the map was not reachable. Not sure that was intended.
Well, the game surely is unstable, i give you that xD
Goodjob team, the only thing I would add is maybe some controls for the audio \o/
Thanks! We were going for a sort of unstable reality.
I think some flavor text would have sold that a bit better, but we never got that far.