Slimekeep by BenBonk
Slimekeep is a simple arcade game where you must shoot slimes strategically to earn the most points while staying alive. As slimes live longer and grow, they become worth more points. Occasionally voids will drop which also can help you defeat hoards of slimes. This game was made in less than 48 hours for the 46th Ludum Dare game jam. 
| Youtube | https://drive.google.com/file/d/1PG0XcI3Tl9wHEyhR8LNAB01yXAFASQKk/view?usp=sharing |
| Youtube | https://benbonk.itch.io/slimekeep |
| Original URL | https://ldjam.com/events/ludum-dare/46/slimekeep |
Ratings
| Overall | 391th | 3.568⭐ | 90🧑⚖️ |
| Fun | 282th | 3.608⭐ | 90🧑⚖️ |
| Innovation | 757th | 3.006⭐ | 88🧑⚖️ |
| Theme | 716th | 3.46⭐ | 90🧑⚖️ |
| Graphics | 401th | 3.619⭐ | 90🧑⚖️ |
| Audio | 363th | 3.299⭐ | 89🧑⚖️ |
| Mood | 473th | 3.262⭐ | 88🧑⚖️ |
| Given | 36🗳️ | 38🗨️ |
Good job!
Really enjoyed those classic GB aesthetics!
Anyway, I really had fun playing! The idea itself seemed clever and fun, and that proved to be true. Good job!
EDIT - Just fixed the issue in an unreleased build. I ended up making the raycast width of the bullet larger, if that makes sense to you. Thanks again for bringing up the issue.
What I liked:
The graphics where pretty clear and nice, everything being green got me those gameboy vibes, but also... Everything was green and it was sometimes hard to spot Slimes spawning. They don't appear to hurt you in their small state so it's ok.
The overall Loop was kind of smart, having these hordes follow you and pull them towards a choke point to obliterate masses of them with the void felt satisfying.
What I didn't like:
I personally didn't like the music all that much. It feels too unfocused for a single looping track on a score Attack game. It sorta feels just like you put in random Notes into a program and went from there, while what you actually needed was a catchy melody that is both predictable but interesting.
Again, the green screen. I liked it and disliked it at the same time. If you'd have incorporated a more clearer signal of Slimes spawning I wouldn't have anything bad to say about it.
The screen zoom feature feels op. It should make the gun inaccurate and be more responsive to feel warranted as a game mechanic. (At least as a suggestion.)
Bugs I found during gameplay:
When you place a void right as you die, the score goes up as long as the void is killing Slimes.
- Really cute graphics
- Original take on the theme. Don't think I saw anyone approach it "from this angle"
- Very polished, I haven't encountered a single bug during my playthrough
- Nice amount of gamefeel present
Cons:
- Seems like the only viable strategy is running in big circles and after 15 seconds shoot
- It does not seem viable to pickup the void thing at any moment
- Gets repetetive quite fast
Overall one of the nicest looking and most polished games I played this jam. Graphics are simple and well designed for the game at hand, but at the same time gameplay controls and mechanics are nicely done too. Gameplay wise I wish there were some more content like powerups or special enemies to spice things up, but I feel like for the jam game it isn't a big issue.
If you work on it more, definitely add more guns, and maybe some more enemies / goals to balance it.
As @fancyreckless said, it gets repetitive quickly, especially if you're just farming slimes in a cycle of running away until they grow then chasing them back down again.
I would maybe change the crosshair to red or something that stands out more, I got lost a bit. Also dashing when standing still should do nothing, I'm assuming you're just multiplying speed for x time.
Nice game and good mood, graphics, audio, and loved the menus.
Subscribed and excited to see your journey :)
And thanks for sharing your ld46 experience making slimekeep in youtube.
Here's my score after a couple tries :)

the controls at first seemed a bit overwhelming but were easy to learn and remember, also felt smoothly while playing!
I feel like you could've balanced the gameplay a bit better, having to keep some the enemies alive and then shoot them at a right time while having to mind not to be overrun sounded like a really great and interesting idea, however I didn't feel it gives me any payoff for doing so tbh, which is a shame because I think that's really a cool mechanic.
The enemies never dropped anything for me :( Maybe the chance is too low?
You know what also would be cool? If a big enemy drops a bomb or something like that where you can slay away alot of these enemies in a single strike which would make the player feel supercool, powerful and badass, which is kind of the point in hack & slash games which I think this is :)
maybe the orbs are intended to do that? I couldn't tell because I've never obtained some :(
A very good result for a gamejam, if you continue to work on it I'd remove the highscore thing and do levels with like maybe an objective the player has to reach (for example, you have to build something and the slime thingies drop resources when you shoot them, and the most rare ones are only dropped by huge enemies (which, if you're in troubl can also be used as those said bombs or something) Just some ideas that crossed my mind :)
Anyway, great job on finishing your game, especially considering you did this all by yourself, very impressive :D
Nice and simple! Good job! Loved the art style! Keep it on!