Super Slime Slasher Ultra by sebastianscaini

About
Super Slime Slasher Ultra is a mix of match-3 and action genres!
Participate in the world's best arena combat sport! Slash slimes and match colors to earn points.
The game is best on a controller. There is Mouse and Keyboard controls but they can be a little finicky.
It is highly recommended that you view the tutorial before playing.
You must cash in your chain to earn points by right clicking or pressing LB when you have a chain of 3 or more of the same color slimes.

Tools
- Unity
- iTween
- Fungus
- FMOD
- Photoshop
Soundtrack
Listen to the soundtrack on SoundCloud!

Bonuses
Ratings
| Overall | 220th | 3.827⭐ | 242🧑⚖️ |
| Fun | 274th | 3.646⭐ | 242🧑⚖️ |
| Innovation | 523th | 3.423⭐ | 241🧑⚖️ |
| Theme | 528th | 3.674⭐ | 240🧑⚖️ |
| Graphics | 170th | 4.19⭐ | 244🧑⚖️ |
| Audio | 91th | 3.947⭐ | 237🧑⚖️ |
| Humor | 214th | 3.598⭐ | 232🧑⚖️ |
| Mood | 257th | 3.681⭐ | 231🧑⚖️ |
| Given | 207🗳️ | 71🗨️ |
The controls were off with mouse/keyboard. Couldn't aim sword properly and didn't know how to do the other moves. A crosshair might help a bit with mouse.
Other than that, was fun to play.
Good job.
Well done!
I do wish there were more colors or more mechanics to play with. I only played a few games and got a bit bored after the initial rush of fun. 72 hours is not a whole lot of time to add those kinds of things though and you guys did a great job of polishing what you had and making a great packaged game! Well done!
The game itself is really well done, I liked the tutorial (even if a bit too long) especially because of the voice acting! Graphisms are cute and polished in their genre.
Well done guys!
I only played using the keyboard controllers, and thus the attacks were kind of problematic to get right. Also the highscore seemed to have an issue where my score did not reflect the highscore I got.
Anyway, a nice game with an original rule-set dont in a short time! Very vell done!
the voice, the music, the graphics and also the tutorial... just excellent!
showing the mouse pointer could help to improve the control feeling of the sword. I miss the reference sometimes.
slimes look to be glitched just before death (red tint). ¿?
main menu buttons color seems too soft(like disabled or something).
Anyway I enjoyed playing this adorable game! ;D
[check our game :D](https://ldjam.com/events/ludum-dare/41/dance-invaders)
The Linux version works perfectly, FYI. Going to agree with everyone else on the thread: showing the mouse pointer or a crosshair or something would be useful, aiming is pretty difficult. For something made in 72 hours (and I imagine not all of that was constant work), this is a great game. Oh, and it's adorable :heart:
[would appreciate ratings of our game also <3](https://ldjam.com/events/ludum-dare/41/bullet-heck)
This is the closest thing to a perfect game. Its up there on the top 10 games I have ever played on the 6 Ludum Dares I entered.
I will probably play this game later today and maybe tomorrow again ... this is how much fun it was ... You should think about developing this game a bit more and maybe release it on Steam or something :P
PS: I just added a shortcut of this game to my Desktop
Take a look on my game: https://ldjam.com/events/ludum-dare/41/vector-rabbits-slayer
Great job
Fun to play, cute graphics, amazing work overall
The graphics, while simple, still looked appealing to me. So yeah basically I'd say that you've really done a goob job here!
If you get chance check out our game too https://ldjam.com/events/ludum-dare/41/mechasnek :)
Printscreen-proof for your highscore :-)

I must confess that I had a blast on the menu screen just click the hell out of those slimes hahaha, audio in general is really good!
But the buttons at the main menu was a little hard to hit, and aiming with the mouse (Although you warned) was kind of unaccurate. But it didn't take away the brightness of this game. Good job!
Great idea, Great work!
Since you asked: https://ldjam.com/events/ludum-dare/41/need-for-fish
Would appreciate if you gave mine a go! https://ldjam.com/events/ludum-dare/41/left-for-bait
The concept as a whole is interesting and pretty cool. I'd like the collisions to be a bit better though. It was sometimes hard to tell if I would get hit.
It's super polished though and what I did play was enjoyable, even if the mouse controls are super clunky.
Well done!
EDIT: UPON FURTHER INVESTIGATION, I really gotta read itch.io pages more thoroughly and have come to know that you gotta cash in your combos. Or maybe actually read the tutorial itself fully.
I would love the feedback of a team so experienced!
http://ldjam.com/events/ludum-dare/41/protect

My PS4 controller was mapped wrong, so that was confusing when the aim axii were mapped to the triggers. Fix that though :) Clicking the bumper so much hurt my finger. :( Also felt bad for killing cute little slimes even if they did have aggressive eye brows.
Well done!
The gameplay's simple but surprisingly enjoyable for what it is.
I did find a small bug though, and at one point I got stuck on the bottom right corner of the level, and wasn't sure why. I did get out eventually though so it really wasn't a biggy.
Anyway great work!
Like most people said, I struggled with the PC controls. I also couldn't find a 'back' or 'exit' button while in the tutorial, so have to quickly click through to the end in order to get to the main menu.
Anyway, well done!
The hitbox could use some tweaking and it took me some seconds to realize I need to click the "tutorial" and the "play" with the mouse.
I would love to see this extended with some more attacks or a shield, probably weapons to be picked up or some powerups. You could definitely take this in any direction. :)
To sum it up: Graphics are great and I already mentioned the voice acting. Very well executed, indeed.
My only complaint is that like other have said the mouse and keyboard controls arn't great, but i'm not really sure how you'd make them better.
I think this could be steller game if it had a few more features/mechnanics such as upgrades, something to spend your points on etc. Good Work!
If you have some spare time, please consider critiquing my game!
https://ldjam.com/events/ludum-dare/41/a-knight-of-music
I also really liked the characters in the seats, watching the action. I was imagining exploring the town they live in between battles, so they can tell me I'm not as good as so-and-so, the most-epic slime-slasher. Then I could slowly become their favorite...and like do little quests for them to get their blue feather sword, which does double damage to blue slimes.
While probably not taking my wild dreams seriously, I seriously hope you finish this game so I can add it to my steam library.
But these minor problems aside, this is a great game! The characters were cute and it even had voice acting. Awesome!
I'd be great if you could check out our game too! https://ldjam.com/events/ludum-dare/41/rattys-stew-an-immersive-cooking-simulation
My score is 177 with keyboard!

If you want you can try my game on this link:
[Scarry](https://ldjam.com/events/ludum-dare/41/scarry)
Still, the collision detection felt a bit off with both the sword and the PC's body
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Graphics
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The graphics were great. Reminded me a lot of the games done by "The Behemoth" like Castle Crashers, that sort of style. Having the controller on the tutorial screen was a nice touch as well. The different designs for the slims are really cool, especially that pesky yellow one (I swear I got hit more by them than the other colors lol)
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Audio
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Audio was really good. Music was great. Even though it was short and on a loop, it never felt repetitive. The narration in the tutorial screen as well as the call outs during the game were great. Seemed so dissapointed at me loosing my chain, but man did she get excited when I could cash in.
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Controls
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You stated that it was better to play with a gamepad, and that is 100% accurate. The keyboard controls are pretty solid, and would be as good if there was some indication as to where the mouse was other than the direction of the sword pointing. Maybe a small dot or some type of non-intrusive reticle. I think that's all that would be missing for the mouse, just something to visually track separately from the sword direction
Moving and aiming with a gamepad is much better, but I it made my arm tired. I think it was because of having to constantly mash the right bumper. Typically with gamepad controls, buttons you mash a lot are in the A,B,X,Y buttons, so mashing the bumber was felt a bit odd. Maybe give the option to customize inputs?
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Gameplay
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The game play was fun with the right amount of challenge. I noticed that some of the slimes would move faster and intentially run toward me while some just moved slowly toward me and some just sat still. It gave it a good depth and challenge to building the combos and trying to survive.
The risk / reward of building a chain was interesting, but I found myself sometimes killing slimes that I wasn't technically attacking. For instance, I could attack a yellow slime at my 45 degree angle, and one sorta next to it but closer to 90 degree angle from me was still getting hit, even thought he sword graphic wasn't touching it. I broke a few big chains because of that.
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Overall
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Overall I really enjoyed this and hope that you continue working on it after Ludum and do a full release. You all did a good job.
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Also high score
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Also, i believe i'm currently #1 on leaderboard with 863 :D

Obligitory link to my game and asking to play/rate mine as well https://ldjam.com/events/ludum-dare/41/slime-battle-royale
https://www.youtube.com/watch?v=TnlqU52nHaQ
Here's my highscore:

Great work!
Also, check out my game if you've got the time, I certainly could use all the advice I can get.
https://ldjam.com/events/ludum-dare/41/nanashi
Thanks :)

This game has a superb production value, with voice acting and what not. Amazing art, solid gameplay, and a very interesting mix of slashing, matching and to a degree, resource managing, trying to see which slimes should die for points and which to just make space. It gets very frantic and I love it.
A bit floaty on the controllers though. I felt that sometimes my attacks would connect when they didn't and viceversa. Never a game ender, but it still felt a bit off. And as a tune up thing, it's weird that, despite being very suggested to be played on a controller, it ends up requiring the mouse to maneuver the menu. Just a tiny thing that could be easily addressed later on, I believe.
All in all though, this is a very well rounded up entry that has it all. Great work! [My team](twitter.com/whalesandgames) want to congratulate yours not only for making such a great entry, but for also supporting other fellow developers around. Keep up the good work! :whale:
It's good that you also publish wallpapers and sound tracks.
you can check my game here if you're interested https://ldjam.com/events/ludum-dare/41/huber-driver
Plays great, amazing graphics, stellar Audio/voice acting - what's not to love?
I'd love to see more of the world you created! Seriously, all the guys in the background, they can't just be decoration!
I absolutely adore your entry in every regard!
The mouse control was somewhat weird because it feels like it was dependent on your movement, and not controlled freely. It made it a lot harder to aim because my aim changed without me doing anything other than moving around.
Very impressive that this was made in such a short time. I don't believe you would be able to add more features, but a leaderboard would have been nice to have.
Overall, very cute and polished game. I had a lot of fun playing this and I got stuck in the zone in this one :smiley:
The graphics are super cute, the sound effects and feedbacks are juicy and the game is polished. You guys did managed to nail the project scope!
The mouse controls were not so precise but I get it that the intention was to play it on a controller.
Congratulations on the entry, one of the best games I've played at this Ludum Dare!
I kind of find myself wondering how this would feel if just touching the sword killed the slimes. It might be more satisfying, but it would also be harder to keep chains going. (The spinny sword thing I could do by spinning my finger in a circle looked like it would have felt great as an attack.)
It's polished and very cute, but other comments have got that covered, so ::thumbs up::
Biggest complaint is the font choice, but that might just take getting used to. I spent a good several moments wondering what "cdsn"-ing in my chain would do. Was it some terminology I didn't know? the keyboard equivalent for the control pad part? OH, CASH. CASH IN MY CHAIN. I'd have felt silly but I felt pretty safe blaming the font.
Again, really well done. I'll definitely come back to the download version with a controller when I get the chance so I get the full experience.
The voice over elevates the game so much and the tutorial is really really helpful. The feedback loop is consistent and nice, overall this is a very polished experience. It does get a bit stale over time, but there is only so much you can accomplish during a weekend. Nice job, with this!
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
https://www.youtube.com/watch?v=md_wmDhaD_w
Well done!
Please, take a look at my game too https://ldjam.com/events/ludum-dare/41/confessional
Anyway, the graphics are super cute to and the concept is great and really on theme. I like it.
Feels very complete, nice main menu and a lot of polish.
Great game otherwise :D
However, there are some odd aspects that I want to mention:
- The control is very difficult because it isn't possible to see the mouse, besides the sword change to its initial position very fast.
- When I clicked the credits on the main menu, the tutorial was shown.
- There isn't pause button.
These are some inconvenients in the game, although the idea is very funny, to kill several slimes to get money :D
I liked it a lot!
the only two problems for me personally was trying to figure out what to do because "killing" the slimes didn't work (maybe i'm just stupid), and I have a Razer mouse that can have an auto clicking bind so all I had to do was spin in circles holding that button, immediately removing all challenge from the game. A limit to the amount of times the game can use the left click input would go along way I feel. Otherwise I like the game!
Just slashed some slimes - Nice idea and coll simple yet nice looking graphics!
Keep it up :)
Gameplay wise it was a bit hard to see when I could stab a blob effectively - making me continually stab. Maybe a swish graphic could help there.
The match-three aspect was nice - gave some choices on when to continue a chain or not.
Ideas for improvements:
- Have a more defined weapon 'swish' area
- More weapons (powerup on field for temporary weapon switches?)
- Powerups
- Special blobs that count as more points
- Rainbow blobs that count as any, but will finish your chain
- etc :smiley:
For now I could only play the web version with keyboard and mouse, when I'm at home I will also try it with gamepad and the windows build
It feels like this mechanics (artstyle and sound seems almost perfect) could be used for some bigger projects. Hope you'll continue to develop it.
If you want to check our game, we nned a few rates ;p https://ldjam.com/events/ludum-dare/41/rocket-pet
Some really neat concepts explored here. It was sometimes tricky to not accidentally get the wrong colour and have to start over when they really started swarming in, which is the kind of challenge I guess you were going for! It felt a little too easy to stay alive tho so it would've been neat if the difficulty ramped up faster and/or more.
Really nice to have a proper tutorial tho I feel it could've been quite a lot shorter and still explain everything unambiguously. :p
Came running as soon as I saw that it has gamepad support because that's such a great way to make something just feel that much more like a "real" game to me as someone who prefers playing games on consoles (unfortunately not something I implemented in my own entry)! <3
I do feel the scheme was a little wonky tho. It really started hurting my finger after a while of spamming the shoulder button and it was difficult to move the secondary stick at the same time. Would've liked it if the sword just stayed in the last direction pressed instead of reverting back so that I could let go of the stick and go a little easier on my fingers. Not sure overall what would be a better scheme tho. Maybe using the left hand trigger instead since walking requires less precision? Also I don't think it was possible to access main menu options using the gamepad unless I missed something? ):
Nice audio and music! I personally find "real people's voices" a bit awkward in games and prefer Zelda or Banjo style vocations, but obviously that's really a personal preference. Would've been nice to have audio cues coupled with text instead for me, but again, a very personal thing. It did confuse me at times tho, because sometimes the narrator would say negative things while I was doing well and not taking any damage and sometimes it would prompt me that it was time to collect coins when in fact there weren't any. :p Might want to look into that, could be a bug!
Collecting coins was a very satisfactory addition to it! Seeing them just rain down felt great.
Overall a good game that I quite liked! Nice work! c:
If you could check my game out, it'd be great! Link:
https://ldjam.com/events/ludum-dare/41/123
It would be really cool If you could check out our game as well! (https://ldjam.com/events/ludum-dare/41/cartds)
Also found same issues as many other players. You can get pinballed from full health to empty gauge in seconds - and speaking of that gauge! First I was wondering why my character was running around without any health, but then I noticed that the face in corner got increasingly beat up after running out of HP. Instead of having two different meters, I think you should stick to one method of tracking health.
Other QoL-improvements I can think of: Consider giving the player a couple of invincibility frames after getting hit to combat the issue of death by Astrojump. Game should inform the player in some way when the dash is ready to be used again (be it UI, sound effect, anything). I found myself either spamming the space bar constantly or completely forgetting that dash even existed.
Both my controllers are currently recharging, so can't comment on those controls yet. Mouse aiming was pretty unwieldy at times, especially since in this game you really have to be precise to build those combos.
Nitpicks aside, game is good, and you are clearly a group of talented individuals. Keep at it!
I'd love it if you could check out my game, I'd appreciate it very much. If your feeling up to it here's the link: https://ldjam.com/events/ludum-dare/41/yum-some
If you have still some time, I would love it if you could test our game.
https://ldjam.com/events/ludum-dare/41/astropover
One constructive thing to say : the hitbox of the ennemies. They seem really big. In a way, it makes hitting the right ennemy in a crowd difficult, and that's good, but on the other side, it's hard to navigate through this.
Sh'mup tend to have little hitbox with bigger sprites. Here it's the opposite and it feels somewhat strange.
But sincerely, that's very nitpicky.
Really great job on this, I can't wait to see more of your work! :)
Our game is at https://ldjam.com/events/ludum-dare/41/tower-defense-paradise