Pet Slime by Aceofsquares

*This is a submission for the Ludum Dare 46 Game Jam. *
Take care of a pet slime by rolling and die and doing activity. Take care to try to balance out the slime's interest and needs and hope you don't A-salt the slime.β
Each round, roll the activity die. If a die lands on salt then it hurts the slime immediately. You get to select 1 activity die that will increase or decrease the slime's level of interest or energy. If one of his stats goes to 0 he will perish. Try to keep your slime alive for as long as you can.
Instructions Roll the die by pressing space bar Select a die
Some Notes * Work on using the animation tools inside Godot. There is a bug, non-game-breaking, for the animations that I could not pin down these last few moments. * Work on programming patterns. My code is everywhere. Game Programming Patterns here I come. * Work on separating parts. I have a lot of nodes that could have been their own scenes to make life easier. * Godot has a nice signal system that can get abused rather easily (I abused it). Read up on better practices when utilizing signals. * Take bigger risks. I felt like I stayed within my comfort zone of what I knew in most cases instead of trying to do something creative. This is something I feel will take time, practice, and patience. * All in all, don't sweat the little stuff. I had a ton of fun even for this small project and I hope to improve for the next Ludum Dare!
Hope you enjoy my little game, even if only for a few minutes.
If you want to go mad, here is a link to my project on Github. Not required for the Jam but I figured I might as well. Github Project
Edit: Added an HTML5 build. (4/21/2020)
| Youtube | https://aceofsquares.itch.io/pet-slime |
| Youtube | https://aceofsquares.itch.io/pet-slime |
| Original URL | https://ldjam.com/events/ludum-dare/46/pet-slime-1 |
Ratings
| Overall | 2118th | 3.05β | 22π§ββοΈ |
| Fun | 2031th | 2.9β | 22π§ββοΈ |
| Innovation | 1867th | 2.95β | 22π§ββοΈ |
| Theme | 332th | 4.1β | 22π§ββοΈ |
| Graphics | 1782th | 3.175β | 22π§ββοΈ |
| Audio | 1138th | 3.125β | 22π§ββοΈ |
| Humor | 694th | 3.316β | 21π§ββοΈ |
| Mood | 1814th | 3.025β | 22π§ββοΈ |
| Given | 18π³οΈ | 16π¨οΈ |
Still, liked what I played!
I've been using Godot for a while, and I can offer my advice on signal usage: I try to control information flow in the scene hierarchy by using only function calls when talking down in the hierarchy (towards children), and only use signals when talking up (towards parents). This forces me to make sure higher objects track what children they have. It also forces children to not make many assumptions about what is going on above them. It seems to produce cleaner code and scenes when I stick to it.
That's my policy anyway, I hope it is of some value! And great work on your entry!