The Legend of Slime Princess Jeremy

Overall★★★★★★★★★★2.42
Fun★★★★★★★★★★2.02
Innovation★★★★★★★★★★2.52
Theme★★★★★★★★★★2.16
Graphics★★★★★★★★★★1.77
Audio★★★★★★★★★★2.42
Humor★★★★★★★★★★2.87
Mood★★★★★★★★★★2.40
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.

@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

hinesite
hinesiteauthor4 Oct 2021, 23:54
If you get a blue error and you are not playing on full screen (WebGL version), just press enter on your keyboard.
ELVEVERX5 Oct 2021, 01:02
Got to love the red head representation! The movement speed felt a little but sluggish.
squirmonkey5 Oct 2021, 01:08
I liked that you had a minimap, that's pretty cool tech for a game jam.

I did find though that the main play area's graphics were a little blurry
Marossi5 Oct 2021, 01:09
Enjoyed the concept of what it was and the fake out of the error screen. Fun game! :)
TimSchnibbins5 Oct 2021, 01:11
I really enjoyed the fighting crunchy guitar music as well as the general look of the mohawk bow man, who shot me about 200 times. :)
LeYamez
LeYamez5 Oct 2021, 01:16
Graphics were a little lacking and the gameplay was slow, but the idea of it glitching out was cool!
DevParty5 Oct 2021, 01:16
Fun game! The implemented GFX errors really make the theme of the jam shine through. 7/10 game good job.
Levi5 Oct 2021, 01:17
I started out a confused, but after the first encounter things made sense! Spent a few minutes hunting for more encounters, but things didn't seem to happen..? Also wasn't sure where the boundaries were or not. Saying all that, I enjoyed the graphical 'unstable' glitch effects you worked on and the overall concept has lots of potential. Nice work :)
uboretsky
uboretsky5 Oct 2021, 01:19
That was fun! Having a multiple types of music may be a good idea for improvement
Fiote
Fiote5 Oct 2021, 01:19
The game was trippy as fk and for I moment I actually thought the game was crashing/bugging for real (i even restarted the game, lol).

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
Sarah
Sarah5 Oct 2021, 02:11
The music was loud and it scared me haha, but the best part was shooting at the water, and seeing the bullet just bounce back xD I reached a person to fight and died immediately haha, I'm not very good at shooting things haha

Goodjob team, the only thing I would add is maybe some controls for the audio \o/
Rein5 Oct 2021, 06:59
I played this on my stream earlier and I gotta say, I was ready to write this one off at first. Then it started getting weird. Now I fully appreciate what you've done here. Very nicely done.
ZacharyPinkham
ZacharyPinkham7 Oct 2021, 22:13
I like the simple art style and sort of bait-and-switch behind the game getting wacky, cool stuff!
hinesite
hinesiteauthor8 Oct 2021, 00:57
@zacharypinkham

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.

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