Slime Battle Royale by ManBeardGames

[raw]
made by ManBeardGames for LD 41 (JAM)

## Game Trailer

https://www.youtube.com/watch?v=nyeg6q8pIZ4


## Description

You are trapped in a dungeon with other slimes. The rules are simple, only one slime can leave. Time is precious, as there is poison slowly creeping in from all sides of the dungeon. ​You must hurry to defeat them all and become the sole survivor, or die a painful death.

The theme for Ludum Dare 41 was to "Combine two incompatible genres". I choose the Battle Royale genre and the turn-based fighting genres. In Battle Royale games, you want to be able to move, as the closing circle of whatever is closing in. The turn-based fighting serves as a deterrent to your movement, forcing you to stop and take actions.


## How to play

Controls
Keyboard only. No Mouse. No Gamepad.

Esc will pause the game

Movement

​You can move using the Up, Down, Left, or Right arrow keys on your keyboard. Move around the dungeon to avoid the poison as it closes in.

slimebattle_poision.png

Battle

​If you approach an enemy slime, or they approach you, a battle will commence. Slimes battle it out in the most ancient of traditions; Rock, Paper, or Scissors. Best your opponent quickly. If you take to long to make an attack, they may find you defenseless and attack you openly. As you are fighting, the poison still creeps into the dungeon

slimebattle_dialog2.png

How to win

The last slime standing is the winner. Ensure all other slimes are defeated, and you will be announced as the winner.


## Tools Used

Sound Effects
These were done in good old BFXR https://www.bfxr.net

Graphics
Graphics were done using Aseprite https://www.aseprite.org

Frameworks
The primary framework used is the MonoGame framework. http://www.monogame.net/

Along with that, I have a custom framework called Psiren which is a combination of my own code and Monocle
Psiren: https://gitlab.com/manbeardgames/Psiren
Monocle: https://bitbucket.org/MattThorson/monocle-engine

And lastly, I used MonoGame Extended for TileMap importing. https://craftworkgames.github.io/MonoGame.Extended/


## Notes

I'm submitting to jam, but this was a solo endeavor. The only assets I was unable to create my own was the music, as usual. There is music in the game, I just didn't make it. Credits to music are below. As such, I am removing the Audio category for voting.


## Music Credits

Title Music Furious Freak Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

Game Music Exit the Premises Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

Ratings

Overall 460th 3.556⭐ 47🧑‍⚖️
Fun 542th 3.344⭐ 47🧑‍⚖️
Innovation 396th 3.578⭐ 47🧑‍⚖️
Theme 357th 3.889⭐ 47🧑‍⚖️
Graphics 665th 3.356⭐ 47🧑‍⚖️
Humor 270th 3.489⭐ 47🧑‍⚖️
Mood 463th 3.42⭐ 46🧑‍⚖️
Given 28🗳️ 36🗨️

Feedback

MarkoPoloDev
24. Apr 2018 · 01:00 UTC
* The messages are great. I was not expecting to be notified when enemies started dying to poison :D
* Sometimes I would get punished for not deciding a move almost immediately after another move. It would be nice to have some timer indicating how long remained to choose my attack.
* I must be really bad at rps, since I was down 100 health after duelling only three enemies :smile:
* the RPS sound effects are nice, I like how the different combinations all had different sounds.

This is easily the most hilarious take on the theme I've seen or heard about. Well done!
🎤 ManBeardGames
24. Apr 2018 · 02:19 UTC
Thanks @MarkoPoloDev for the feedback. The punishment for not making a choice was meant as a deterrent for players just starting a fight and sitting there. I didn't notice it till i watched someone play on stream a minute ago that the internal timer for it bugs out every once in a while, so it probably wasn't something you did.

You're probably not bad at RPS, it's just all random. Each enemy is given a seed to use, and randomly chooses an attack from that seed. Some seeds will cause them to choose one type of attack more than another, but it's still all random.

I'm really glad you found it hilarious, humor was something i was trying to go for.
FireHawk
24. Apr 2018 · 02:23 UTC
Actually, it looks and sounds pretty cool I think. Also this fight system is very interesting and full of humor)). Moreover, please check my game)).
joekickass
24. Apr 2018 · 02:29 UTC
Better than PUBG! would be nice if it was a bit faster though
Matthew Roelle
24. Apr 2018 · 02:36 UTC
YOOOOOOOOOOOO

![Screenshot_7.png](///raw/0fc/4/z/1329f.png)
G4MR
24. Apr 2018 · 04:02 UTC
I was giggling the whole time, genius idea. Would've been funny if there was a minimap to see the circle. Only complaint is the ai didn't prioritize getting to the center often. I'm also not sure if you gave different ai different levels of "smarts" (as in some ai are dumber than others). hilarious idea though
jmw327
24. Apr 2018 · 06:48 UTC
Sooo good! Loved are the various names and messages! I will remember my battle aganist turkey_for_dinner forever. I also loved the gameboy style color palette!
Merrol
24. Apr 2018 · 11:14 UTC
I really liked the game, specially the textures of the wall and the style in general. I felt like the AI wasn't getting to the center of the map quickly enough. I think they should go to the "Moving towards" state faster, or maybe go to that state when you are not fighting. Really good game though. Nice job.
Aterlamia
24. Apr 2018 · 17:41 UTC
I must be the worse rock/scissor paper player. Was fun to play but or i had bad luck or the odd seemed to be stacked against me. Good idea overall and good background music
Bitten Toast Games
24. Apr 2018 · 17:48 UTC
Just watched this on stream really great game idea!
JCMonkey
25. Apr 2018 · 03:25 UTC
i like this game alot, as i mentioned on your stream, i would lower the HP of the guy, it feels like a bit too much. keep up the great work as always. :D
🎤 ManBeardGames
25. Apr 2018 · 06:16 UTC
@G4MR For movement, the AI start with a Random flag, which means each frame they alternate between making a random movement, and one movement towards the player. If the player doens't move for a certain time (3 seconds), then all enemies are flagged to move towards the player each frame until the player starts moving again. I originally had pathfinding, but ran into some problems with it and had to take it out at the last minute.

Unless you are referring to the attacks the AI uses. There are 6 different seeds, each one weighted to make them use one type of attack more than the others. Except seed 6, it's evenly weighted. From that the AI chooses a random attack from the seed each turn
🎤 ManBeardGames
25. Apr 2018 · 06:17 UTC
@jmw327 Thanks, I'm glad you enjoyed it. I choose the gameboy palette because I wanted to limit myself to see what i could do within the boundary of the limit
🎤 ManBeardGames
25. Apr 2018 · 06:19 UTC
@Merrol I glad you enjoyed it and liked the textures. Typically i stick to safe things for visuals, like just colored shapes (see my previous LDentry), but wanted to do something more this time. As for the movement, originally I had pathfinding for the AI, but it wasn't working properly so I had to improvise at the last minute to get the game made. See my comment i made previously to G4MR on how the AI movement works
🎤 ManBeardGames
25. Apr 2018 · 06:20 UTC
@Aterlamia It's not bad luck, it's just a lot of RNG. I'm glad you liked it.
🎤 ManBeardGames
25. Apr 2018 · 06:21 UTC
@bitten-toast-games Thanks. Hope you got a chance to play it as well.
🎤 ManBeardGames
25. Apr 2018 · 06:23 UTC
@JCMonkey I'm glad you liked it. I had trouble finding a good balance for the HP of the player and for the enemies. Originally the player had 200 health, and I went through and just repeatedly choose rock against every enemy to see how much HP I'd have at the end, and just adjusted for that. I'll definitely be fleshing this out into a fuller game post Ludum Dare, and I'll keep the HP idea in mind.
aemiliu5
25. Apr 2018 · 21:25 UTC
Interesting twist on the genres! I actually managed to win :P

Although the combat system is quite simple and to the point, I found myself simply mashing buttons until I won the fight instead of thinking what to do, not sure if that's what you meant anyways but I'm just saying!

Fun little game over all :)
Steffo
25. Apr 2018 · 21:27 UTC
### WINNER WINNER SLIMY DINNER?

I loved how you gave a different name to every slime: I started laughing as soon as I saw the first death message!

The game was fun, but since the enemy slimes don't actively engage you (unless you stand still) winning is too easy and almost pointless.

I think you chose the right music: I immediatly got hyped when I heard the drums!

Sounds also fit the mood of the game.

Overall, well done!
Honest Dan
25. Apr 2018 · 21:28 UTC
initially the genre crosshover didnt hit me... that was until I got into my first fight.. and realise how long a turn based rock paper scissors game would take! the enemy has 10 health. There 33% chance of doing damage to him. On average, I'll have play 30+ rounds to defeat him! all this while the menacing poison cloud is drifting in... engulfing the battlefield!! Enjoyed the little touches like the script and the ai player names as they died! :) and for the record... I won, pro tactics employed :D
Wheffle
26. Apr 2018 · 01:25 UTC
Nice idea! The graphics, audio, and premise combined to make a fun experience. I'd say the weakest part was the combat system, as there wasn't any strategy that I could deduce, so it came down to mashing buttons. Maybe some slimes tended to favor one attack? I sort of felt like that might be true but human brains are so bad at telling that kind of stuff. Had fun playing it, so nice job!
🎤 ManBeardGames
26. Apr 2018 · 02:28 UTC
@honest-dan thanks again for playing on stream, really enjoyed watching it. That win was definitely a legit strat lol.

@wheffle The combat system was the hardest thing for me to get down. It went though a couple of different versions, before finally settling in on the RPS system. Mashing the buttons is kinda the way to go, since in RPS, it's really random either way right? Some enemies are actually weighted to perform certain attacks more than others, but there's nothing visually that would indicate that. There are 6 different attack seed arrays in the code, and each enemy is randomly assigned an array, and randomly choose from their array which attack to use (https://gitlab.com/manbeardgames/ludumdare-41/blob/master/MazeRunnerRoyale/Scenes/GameScene.cs#L257)

Glad you enjoyed it though, I'll be polishing this up and expanding out the combat system. I really want to do a post LD release of this more fully fleshed out.
GhostGoatsGames
26. Apr 2018 · 04:42 UTC
I would pay for an expanded version of this. Just saying. Excellent job dude!
Goat Toaster Games
26. Apr 2018 · 09:41 UTC
This was such an interesting take on the theme! I enjoyed watching this in a stream today as well as playing it myself just now. Nice work!
fashionbatman
26. Apr 2018 · 15:32 UTC
It seems like I ran out of time to choose almost immediately sometimes, but that didn't stop the game from being fun. That music worked really well to help me feel a sense of urgency, and it was all very fast paced. Great job!
🎤 ManBeardGames
26. Apr 2018 · 15:40 UTC
@fashionbatman Yea that's a bug. The timer doesn't rest properly sometimes on testing if you don't make a choice. Didn't notice it till after I had submitted, sorry about that.

Thanks for playing though and the feedback.
mrspeaker
27. Apr 2018 · 01:22 UTC
Dang it - that trailer looks flippin' fantastic: any chance of a build for mac or linux?! (Also, any chance of a post-compo multiplayer version: that would rad)
expat1999
27. Apr 2018 · 01:49 UTC
This game could be utterly genius with multiplayer! XD
🎤 ManBeardGames
27. Apr 2018 · 02:17 UTC
@mrspeaker Thanks, I really enjoyed making the trailer. I didn't have any way of testing mac and linux builds but I do have them. Just not sure if they work lol. If you get up with me on [twitter](http://www.twitter.com/manbeardgames) I can send them to you. Didn't want to add them to the jam entry since i was unsure if they would even load. They're the same build as the windows build, they just use the MonoKickstart binaries to launch the executable
🎤 ManBeardGames
27. Apr 2018 · 02:17 UTC
@expat1999 I plan to do a full non-jam version of this after ludum dare has ended. Multiplayer is something people have asked me for in it, so I'll be attempting to put it in
oneseedfruit
27. Apr 2018 · 03:10 UTC
I wish the slimes come at me more aggressively. Also, I don't really like having to use rock, paper, scissors to duke it out, too much randomness. I'd prefer something more skill-based. Like playing a rhythm game when battling or something like that.

Pretty cool idea. I can see myself playing a game like this a lot.

Thanks for providing the source code. I wanna learn MonoGame.
Rebecca Kremer
27. Apr 2018 · 04:51 UTC
I am king slime!!! All other slimes booowww before me!Very fun and groovy game with good Gameboy feels. I do wish there was more of an incentive to actually fight the slimes, and when you are fighting them, a bit more skill. However, you did say those were both things you planned to implement, but I can only judge on what was offered in the Jam. U_U
Overall good entry! 10/10 names of slimes.
DigNZ
27. Apr 2018 · 07:30 UTC
Great messages and slime names. Good music. Was a bit easy to win by avoiding battles and the battles took a bit long but I had fun, won the game and had a laugh!

Nice work.
Kubenexion
27. Apr 2018 · 11:45 UTC
Good job, a bit frustrating that the fight system is random but it works and the game is still fun to play!
Pietro Ferrantelli
29. Apr 2018 · 15:42 UTC
Really fun, I liked this game, the mechanics are well put together.
megamasterx
03. May 2018 · 00:22 UTC
I think that the randomness was a bit difficult to deal with but all around this is quite enjoyable. I hope you continue to work on this game post-jam - I'd love to see what your vision turns out to be!
Tim Ruswick
05. May 2018 · 04:06 UTC
I love the concept behind this...Battle royale circle was great! Humor was cool. RPS didnt quite work well or maybe the health of the enemies was too high. Cool game though.