Curse of the Slime Queen by mike.cullingham

[raw]
made by mike.cullingham for LD34 (JAM)
Uses both themes. Built with GameMaker, GIMP, and sfxr.

Keyboard input (I figured I'd add 3 control schemes, but once you launch the game you only need 2 of them... e.g. ctrl & alt or x & c)
* Ctrl, X, or Left: move slime queen in her current direction
* Alt, C, or Right: attract all slimes to you

Goal:
* Become a large gold slime.

Known Issues:
* Frequently (sigh) slime won't be infected either by gold or deadly red slime.
* There are only 4 levels and the standards for 1, 2, or 3 stars on a level have not been rigorously (or barely) tested.
* If you get stuck on a level, type the cheat code "OOZE" to go to the next level

Ratings

Coolness 81% 2
Overall(Jam) 2.93 857
Audio(Jam) 2.27 691
Fun(Jam) 2.78 803
Graphics(Jam) 2.83 813
Humor(Jam) 2.12 770
Innovation(Jam) 3.34 363
Mood(Jam) 2.64 867
Theme(Jam) 3.73 463

Feedback

Elenesski
14. Dec 2015 · 19:33 UTC
What can I say, this game was really slimy. Wasn't sure what caused growth or being absorbed. Good graphics, interesting growth mechanics. I had initial problems getting the game to start in Windows 8.1 .. "More Info" revealed the run anyway button (thanks BN).
local306
15. Dec 2015 · 16:51 UTC
Good use of shaders for graphics. Cool idea of growing your slime kingdom!
Henez
16. Dec 2015 · 03:52 UTC
Theme use is clever. Managed to finish all the levels but it took a while to understand the goal. I'm not sure what the use of the "absorbing" button is though I never used it in any of the levels. Fun game and the sound effects were nice. Well done.
Starspell
16. Dec 2015 · 04:23 UTC
I liked the concept of the game but I don't think that the gameplay is easy to pick up. There doesn't seem to be a way to escape losing. I think if there was a tutorial to clue you into some the gameplay ideas it would have helped. I liked the overall idea though.
radmars
16. Dec 2015 · 05:27 UTC
Interesting concept, though a bit unintuitive (I didn't notice the rotating movement indicator at first, so maybe making that more obvious might help?) Since you just grow automatically, you can just beeline to the goal and sit there, so there doesn't seem to be much of a reason to pull things toward you since it's so risky. Definitely some cool strategy gameplay potential though. Nice work.
broknecho
16. Dec 2015 · 05:45 UTC
Pretty nice start here! Cool infection spreading like concept for growing your Slimedom (tm) :)
SeaLeft Studios
16. Dec 2015 · 22:05 UTC
Wasn't too sure what exactly I needed to collect to become a bigger slime (green and gold or just gold?). Liked the general slime growth concept though.
🎤 mike.cullingham
17. Dec 2015 · 17:33 UTC
@Elenesski: hopefully installer problem was fixed in my updated download. absorption should have been bigger absorbs smaller but due to a bug sometimes it didn't happen.

@local306: thanks!

@Henez: Confession. I screwed up attraction late in the cycle and forgot to fix it. It should have only attracted similarly coloured slimes.

@Starspell: I actually added the red queen to level 1 because I wanted there to be a way to always (farily quickly) exit the level without adding another interface button. So you could just choose to die. I suppose I could've made it a non-spawning bad guy though. Thanks for the feedback on that.

@radmars: Point taken. Thanks for that insight. Need to add more incentive to pull.

@broknecho: Why didn't I talk to you earlier? Slimedom!

@SeaLeft Studios: Spawning and growth are automatic. But I think I underestimated how the non-deterministic nature would affect comprehension. Thanks for that insight.
bitwise-constructs
18. Dec 2015 · 05:35 UTC
Fun gameplay! Mechanics felt fresh.
aeveis
18. Dec 2015 · 05:49 UTC
Interesting gameplay! It was confusing at first, but once I got that you go in the direction you're rotating in it was better. Attracting the slime to me seemed more dangerous than helpful, since the slime would always grow anyway, and touching the red slime at all would just be bad. There were also some levels where red slime just chased me so I just ran around until I had enough gold. good job!
simon.parzer
18. Dec 2015 · 10:25 UTC
Interesting mechanics. I dindn't completely get my hang around attracting the slime. It always seemed very hard doing it without dying.
Markus Brand
18. Dec 2015 · 10:41 UTC
It took quite a while to figure out the controls (also you should make it more clear, that the Player alsways moves in the direction he faces), but after that I liked the game quite much.
You definetly nailed the Themes and Graphics and Audio were minimalistic but quite nice.
Overall I would like to see a more polished version of the game, because the concept seemed interessting!
Shovix
18. Dec 2015 · 20:31 UTC
interesing idea.
Anachron
20. Dec 2015 · 05:39 UTC
Yay more slime! Fun action-puzzle concept, that last level is tricky
DinnerInTheDark
20. Dec 2015 · 10:49 UTC
Original!
Catblocker
20. Dec 2015 · 12:55 UTC
Export the game as an single time exe instead!!!
tantumgames
20. Dec 2015 · 13:38 UTC
Good idea and nice graphics.
alyphen
23. Dec 2015 · 04:42 UTC
A pretty interesting concept - I didn't really like the controls, but at the same time you managed to make something quite interesting and a little difficult with them. You've laid down the foundation for something that could be interesting.
This is another entry that I feel would be pretty good on mobile, but at the same time, changing the control scheme would make such a big difference. I know you were trying to use two button controls but it really didn't feel like it fit too well.
Level design is okay, audio is okay. The HUD is well designed and shows the information that you need to know in a clear and concise manner.
Karatorian
23. Dec 2015 · 07:32 UTC
At first it seemed like it worked under wine, but none of the slime was colored, so I guess not. Too bad, seems interesting.
Loneshark
23. Dec 2015 · 22:40 UTC
Glad to see a fellow sfxr user

This is a great idea for a puzzle series, but I feel like the attract function could have been used to much more interesting effect with maybe a blue slime or other mechanism for blocking and/or swapping the controlling slime.
🎤 mike.cullingham
24. Dec 2015 · 17:12 UTC
@bitwise-constructs/@Shovix/@DinnerInTheDark/@tantumgames: Thanks!

@aeveis/@simon.parzer: I agree attracting isn't really very useful in its current implementation.

@Markus Brand: Thanks for that feedback on the non-obviousness. In hindsight, I completely agree.

@Anachron: Slimy goodness for all!

@Catblocker: Good point. The default GameMaker installer is overkill. Thanks for pointing that out.

@alyphen: Thanks for that feedback. I was very determined to keep it to the two buttons. Maybe too much so. That gives me something to think about.

@Karatorian: I'm fairly certain that means the shaders didn't compile under Wine. I didn't have a fallback mechanism (other than to make sure it didn't crash). Really appreciate you pointing that out, as it's something I hadn't fully considered.

@Loneshark: Agree that the attract didn't serve much purpose. I had an idea for a friendly blue-purple slime but ran out of time. Thanks for that feedback. And sfxr definitely is excellent for jams!
synthetic-entropy
27. Dec 2015 · 21:22 UTC
Cool concept, much polish is needed. I feel like starting the player right next to the red slime on level one led to frustrating restarts during the level where they're figuring out how to move. I could see this being pretty interesting though.
ZYXer
29. Dec 2015 · 22:41 UTC
Nice game concept. There was something with the slime queen spinning too fast or the controls not reacting, but I was never going in the direction I wanted to.

Otherwise the game feels quite solid. The particle and shader effects are quite cool.
mockthebear
01. Jan 2016 · 21:11 UTC
Liked the mechanics... but you should export as an single executable =\
Gjarble
02. Jan 2016 · 00:32 UTC
This a very unique kind of gameplay, both in controls and overall concept- I like it! I especially like the design of the last level, and how it forces you to figure out how to move to prevent the red from reaching the green before you get back to it.

At first, it wasn't quite clear to me how exactly the game worked (particularly how I was supposed to become a large gold slime), but I understood eventually: getting to the goal makes the player-controlled slime gold, then it shoots out gold things that infect other green pieces, until you infect enough pieces to win. I was confused why, at some points, the gold and red pieces didn't seem to infect green pieces, but then I reread the "Known Issues" section and realized it was just a bug.

It is kind of hard to tell what direction the player-controlled slime is facing, since the indicator has so much rotational symmetry.
RevelBase
04. Jan 2016 · 14:56 UTC
Took some time until I understood what to do :) But this is a real new concept, good work.