Sluggish Grind by Catusfelony
Arrow keys: Move
Space bar: Jump
X: Interact
Z: Shoot
You're a deeply indebted slug who needs to get 100 coins quick, but no job can get you the money you need as fast as you need it.
It's time to visit the dungeon, where you will find plenty coin-and-slug-devouring jellycats, a lonely dragon shopkeeper and many coins among deadly traps.
Go from slow, frail and helpless to absolutely berserk and extremely mobile as you collect coins and purchase tools essential for a successful expedition to the depths
Once you have all the coins you need, make a safe return to the top and bask in the glory of an extremely rewarding and enjoyable end screen.
[Edit: Added Windows & Linux links even though they also lead to itch.io for clarity] [Edit2: Added source code link to GitHub repo]
Ratings
| Overall | 287th | 3.711⭐ | 59🧑⚖️ |
| Fun | 180th | 3.763⭐ | 59🧑⚖️ |
| Innovation | 880th | 2.75⭐ | 58🧑⚖️ |
| Theme | 525th | 3.348⭐ | 58🧑⚖️ |
| Graphics | 433th | 3.724⭐ | 60🧑⚖️ |
| Audio | 577th | 2.866⭐ | 58🧑⚖️ |
| Humor | 412th | 3.01⭐ | 54🧑⚖️ |
| Mood | 638th | 3.255⭐ | 57🧑⚖️ |
| Given | 64🗳️ | 63🗨️ |
:gun: :snail:
I hope the little slug is financially stable now. It was a good grind (self-inflicted).
It took me way to long to figure out that I can kill the big guy. I did shoot him a couple of time but nothing happened and thought the gun does nothing. Died a few timer trying to jump over the spikes. A little animation, some kind of on hit effect or something for the big guy would give some feedback for the player.
@thepiratenun eeeee, do you mean stuck as in you couldn't get through the spikes or did it bug out? Because to pass through there you'll need to use the knockback from the gun, I was afraid it wouldn't be clear though, so I made that part completely optional, so much so that you can theoretically get the 100 coins you need without even buying the diving gear.
@its-jackal the minimal art style is something I really nailed down on! I wanted it to look nice, charming and consistent, so I'm glad that work paid off!
@gord10ahmet thank u.... :3c
:purple_heart: :dart: :frog:
there is sometimes graphic artifacts when the screen moves fast, but it's really minor.
the sound effect on the coins seems too delayed.
I like the sparkle on the double jump, it's a good idea
it was really fun killing the big cat guy ^^
I finished with 109 coins, one got stuck in fluid XD
you also managed to make a pretty big level, the game is actually really fun to play! very well done.
@falu Thank you! I think I can pull off cute! >:3
@purpledartfrog @dry-squid Glad people liked my silly pixel work! It's a first for me.
@kooshy Mweheheh x3 Let's just hope I won't let up in future ones.
@inky You know, sometimes life just throws this stuff at you! x3 I'm glad you liked it, and sorry to hear you couldn't get too far in, I had no clue if I'd made the game too easy or too hard, but truth is that difficulty is different for everyone, I just wish I could've made my game more accessible.
@fallingflatstudios Thanks! And yes, the spikes on the bottom are the hardest puzzle, because it's not immediately obvious how to get through them, since there's no prior instance where you need to use trick that allows you to get across.
@konomizure Weeeell... it *is* a slug! xP
@cyberstarlight Thanks! I noticed the artifacts, but couldn't figure out what was causing them and how to get rid of them, the delay is a problem with the web build, and again, I don't know how to get around it :(
The sparkle for the double jump was added for better feedback, because while testing I'd occasionally jump too late while running off a ledge and would end up jumping in the air, which uses the double jump, and there was no visual cue for that! Instead, there ended up not being a visual cue for hurting the big jellycats! >.<
Thank you for the feedback, everyone! ^^
`abort(114). Build with -s ASSERTIONS=1 for more info.`
The description sounds fun tho :sweat_smile: :hugging:
Thank you!
@netmute Gotcha! I added a MacOS build to the itch.io page, but again, I can't be sure it actually works.

The game itself is very fun. Especially after you figure out the trick how to move fast :wink:
It took me a long time to notice I can kill the big guys too. After that it was pretty simple to go back to the top and enjoy my win screen :grin:
Glad you had fun with it! Thank you for the feedback. :blue_heart:
We also created an entry for the jam in case you wanna check :)
https://ldjam.com/events/ludum-dare/45/$172916
Do you have any intention of making it into a full game later down the line?
Maybe I'll make this game longer and with more locations, assets, characters and storytelling; then monetize it >:3
I liked the controls and progression. I noticed that you can go super fast if you mash jump and shoot while pressing forward (this causes you to speed backwards).
Fun game!
I felt some extra animations or particle effect would have helped convey more information that seemed sorely lacking. For example, I couldn't tell if a bullet hit registered properly on the larger enemies, as nothing indicates whether they actually got hurt or not. The jumps are super-floaty, which while generous, combined with the slow movement did make traveling feel monotonous. The recoil on the gun is, while interesting from a traveling perspective, did make it a bit difficult to learn and understand at first. And the repetitive sound effects could use some work; I usually like to randomize the pitch before playing a sound so the player doesn't get tired of the sounds as quickly.
The pixel art is lovely as well! Nice job!
It was amaing flying everywhere with the gun knock-back power though. Neat and simple, but well enjoyed!
https://www.youtube.com/watch?v=qq_qRoOOl-s
https://www.youtube.com/watch?v=qq_qRoOOl-s
@theopenflare Speaking of 210, you did it!! Mweheheh x3 That's what I meant by "Go from slow, frail and helpless to absolutely berserk and extremely mobile" in the game description. :smirk_cat:
@corentin-benoit-gonin Thank you! Not only my first jam, this really is pretty much my first game, considering all I've been doing were prototypes. :cat:
@itsdanidre Glad you had fun! Moving around from knockback is something I might've spent... a long time doing!!
@omiya-games Thank you for your time and for the insight! Always nice to see first impressions!! :smiley_cat:
I've been working on a post-jam update these past few days, which addresses lots of issues people had with this original jam entry, such as enemy feedback, speed, jump height and difficulty, while also implementing stuff I scrapped during the jam because of the time constraint. I won't publish it 'till I have some music for it as well, though. ;)
Okay, I'm pretty sure that the fact that the slug moves slowly is part of the point. It is still a little bit grating.
Even so, I really admire how every part of this game is put together in just such a way to be perfectly intuitive. I don't mind saying that no matter how harsh it sounds because I am convinced it must have been deliberate.
The jump is unnaturally high but also a strangely slow ascent.
The gun has a very short range, and yet the bullets start out slow, and then accelerate, and have ridiculous recoil.
So I applaud this game, because I think it is really fascinating as a design case study. I see in your comment that you are 'addressing' a lot of issues. I hope that you don't change some of these fundamentals because I really do think the game works in spite of them. And not in a so-bad-it's-good way.
I got all of the coins except those ones past the spike pit, didn't think to use recoil, good puzzle though.
The slow slug speed was getting a bit grating after a while but I didn't think to fly around with the gun. I'm tempted to go back to do it but I don't really want to go through the start again :-)
My other criticism was the lack of feedback and tank-ness of the (first?) boss. I thought I was supposed to hit it in the back or something, it didn't feel like it had any effect, and with the recoil it was annoying to climb up there all the time.
Style is neet, simple yet efficient (gave a bonus point for the slug, they're cute.)
I enjoyed the multiple layers in the title's joke.
Lack of feedback from monster as been said a thousand time already so I'm gonna pass.
Level design was good and you learn quickly but separatly about every mechanics, which is good (tho' I'm not fan of going back to an area you've already been just to grab a few things, I make a reference to the coins behind the first pool of water and the coins above the starting point where you need the double jump.)
I was a bit surprised that there were few precision platform-jumping which could have well synergized with the slow movement-speed/high jumping height of the slug. (But I've seen the one using the vertical acceleration of the water, which count. And the spike pit which if on the opposite end of the spectrum but hey, more content is always better !)
(Also, no wall climbing for a slug, which is odd in real life but not a concern in a video game.)
All in all, it was a really fun game and I enjoyed my time playing it ! Keep up the good work !
(everything between () is personnal preferences and I do not take them into account while rating, except for the bonus point ofc)
Still, everything else was great, especially for a jam. Good work!
Some suggestions I am sure were mentioned before, but I'll give them anyway, because I'm to lazy to read through all the comments - you do that:
- Faster Movement or Upgrades
- Feedback -> this includes some kind of flashing animation when you hit enemies (when fighting the final final boss I was totally ready to keep shooting him for an hour or so, a lifebar would've been neat now that I think about it) and more soundeffects
- Music (just makes your game that much more atmospheric than it already is)
As I said, just absolutely amazing, especially for a first jam!
The end goal wasn't really clear in-game, which is a minor qualm since it was explained out of game, but something as simple as the coin counter having a X/100 would have made it instantly clear how many I needed, and perhaps dialogue with someone I owed debt to specifically would tell me where I needed to go.
The only other thing has been mentioned previously, and that's feedback- the big boss in particular well, it was hard to tell if I was affecting him at all. You had a remarkable amount of polish elsewhere, like knockback on bulletfire and the sparkle in the jump, so I think sharing a bit of that feedback with the enemies would help solidify everything.
Very nice entry, I loved it!
As for damage feedback, that was added in the post-jam version I uploaded earlier today. It still doesn't show your progress with each boss, but at least it makes it clear you can actually damage them! :P
I appreciate the feedback!
A Fun short Metroidvania that you could put on steam for like 0.50$