Curse of the Slime Queen by mike.cullingham
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
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
| Windows | http://mike-cullingham.itch.io/curse-of-the-slime-queen |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=49890 |
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 |
@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.
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!
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.
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.
@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!
Otherwise the game feels quite solid. The particle and shader effects are quite cool.
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.