Slime Sumo by bloodyaugust
Avoid the lava, and avoid the slimes! The game scales in difficulty and player ability with the waves.
WASD to move, point your mouse to aim!
Ratings
| Overall | 418th | 3.283⭐ | 25🧑⚖️ |
| Fun | 334th | 3.304⭐ | 25🧑⚖️ |
| Innovation | 374th | 3.167⭐ | 23🧑⚖️ |
| Theme | 294th | 3.696⭐ | 25🧑⚖️ |
| Graphics | 191th | 3.674⭐ | 25🧑⚖️ |
| Audio | 424th | 2.717⭐ | 25🧑⚖️ |
| Mood | 246th | 3.175⭐ | 22🧑⚖️ |
| Given | 21🗳️ | 20🗨️ |

Nobody expects to be crushed by slime until it happens to them 💥🤢💥 It's great that they have physics, but the realistic way it works right now is chaotic enough that it makes strategy hard to execute. A good concept that can probably be better with a more abstract implementation.
I do have some suggestions tho. When I first started it wasn't very clear to me that the red was lava, A way of solving that might be to animate the red border with some bubbling effect similar to the slime spawns, maybe even add a shoreline animation, tide of lava pushing in and out.
As for gameplay, simple but effective, tho I did find when losing at higher levels, the thought of the grinding the early levels to be off putting. Especially lvl 1 and 2 I felt they were a time sink with no real threat of losing in them. therefore when I reached lvl 9 and lost i stopped playing cause I wasn't motivated to grind my way back to lvl 9 to try to beat it. A way you could solve this might be to implement check points after completing certain levels, remove the grind from early levels.
Overall well done!
@cranestyle Interesting note on the dragging movement response. Was this perhaps in early waves, or when you were in contact with slimes?
@kappa-b Not being overly annoying is a definite win in my book as well. :wink: I _sooooo_ wanted to implement animations for the lava, but unfortunately I used nearly 6 hours implementing even this terrible tileset, due to switching from a library to the new Unity native solution, and generally being inexperienced in their creation. I wholeheartedly agree that the lava needed some love. Re: grinding early levels, I hope to solve this with some "configurability" to your build per run, so that the early levels are more important in terms of setting yourself up for the later waves. I'd rather make the whole game matter than skip chunks of it by introducing checkpoints.
@jelbre This is definitely something I should have prioritized. Some of the juice could definitely have been skipped in favor of better player feedback. :shrug: Next time!
@marcel-egle Thank you! I was also particularly happy with the camera zoom effect. I hoped to be able to take it a few steps further with some shader magic and better relative camera motion to dire straits, but I'm glad it was effective. I'll definitely look at a difficulty slider in any post-jam version. :smile:
@yamiog As I said to marcel, I definitely think it could benefit from the ability to "choose-your-own" difficulty. Double noted! :smile:
Thank you all so much for your feedback, and for taking the time to play my entry. Much love! :hearts:
Overall good submission.
@gus-the-shark The player's power does scale with the waves, but I did originally intend to have a more player-driven mechanism(powerups or something similar) to drive that, but didn't have the time. I agree that it would've been better. As for music... I definitely need to work on my skills in that area. :laughing:
Thanks for both your feedback! :smile:
I reached wave 12. did you pre program each wave or is this generated...?
It sorta annoyed me that even though slimes were in the lave..they just refused to despawn for20 sec or so. especially towards the end then I shot them so far they went offscreen.
But the urge to push each of them off makes this game quite enjoyable. with a little more variaty and fair challange.
nice.