Slime Showdown by ToC
Hi there! Thanks for checking out our game.
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The boss slime is chasing you down! Defeat his minions to power up until you can fight back.
Controls:
WASD/arrow keys to move.
Left mousebutton to fire a ranged attack.
Right mousebutton to attack with a melee swipe.
Spacebar to pause the game.
1 / 2 to toggle fullscreen or windowed.
All assets were made by us during the 72 hours jam, except the font.
Ratings
| Overall | 349th | 3.791⭐ | 45🧑⚖️ |
| Fun | 216th | 3.818⭐ | 46🧑⚖️ |
| Innovation | 879th | 3.116⭐ | 45🧑⚖️ |
| Theme | 1071th | 3.279⭐ | 45🧑⚖️ |
| Graphics | 433th | 3.966⭐ | 46🧑⚖️ |
| Humor | 759th | 2.824⭐ | 39🧑⚖️ |
| Mood | 771th | 3.413⭐ | 42🧑⚖️ |
| Given | 26🗳️ | 53🗨️ |
There were some close calls, but I managed to beat the boss.
One thing that I would point as a problem is the lack of feedback given, especially when the players lose life. As the game doesn't have sounds implemented, a small screenshake, or visual effect would have been a good addition (I had a moment where I thought "well this game isn't that hard" then saw that I had 15% health remaining lulz).
But despite that, the game really is excellent. Special mention to the pixel art which is just excellent. Great job from all of you!
You've got a really good loop here, every time I thought I was getting too strong or the game was too easy it would throw a new curveball with enemy variations or the toxic clouds - really kept me on my toes!
The skeleton mage is my favorite mob and I'm a little disappointed that they didn't have any recolored variants like the other enemies did. Then again, when Papa Slime starts shooting back I suppose you don't need the enemy mage anymore.
When things started to get a little frantic it was sometimes hard to look away from what was going on to check if I could afford the next upgrade I needed. If the player can afford an upgrade, you might be able to give its border a soft glow or pulse or something so the player can see it from their peripheral. The coloured text helps, but I still have to look away to check it.
Overall your game is very stylish and I'm glad I got a chance to play it!
Due to time constraints we had to cut our plans for audio. Although we didn't have a sound savvy person in the team anyway.
@bougiebirdie there is actually a recolored and stronger Skeleton Mage, but it appears pretty late in the game. I suspect you killed the boss before you got to that point ;)
@mrpouletbzh indeed, more visual or auditory feedback was something on our list. We had to scrap it to make the deadline, sadly.
I'll have to replay it just so I can see my best boy
Great game though, first time around I got the boss down to like 6%, second time around beat it in 419seconds (almost 420 hehe)
Big fan of the upgrading, not too much of a fan of the melee, I felt the best tactic was to just dodge and hold shoot haha but great entry, well done!
I find that the character hurtbox is a bit too large but maybe it's because I am too used to play danmaku and when you get hurt the feedback miss some impact, I die because I didn't notice that I have taken too much damage.
Apart from this small details it's a really fun game with good ideas, good job !
YES VICTORY! Super cute game. Loved the witch girl, and the summons were cute. would have like sound but you did opt out so taking that complaint off. Well polished, and the powerups were super satisfying!
I got close to dying at multiple points but managed to beat it on the first try nonetheless, so kudos for making it the perfect difficulty for me!
Great job!
The gameplay feels nice, I'm not entirely sure about the theme fit? Cause you can still win, maybe?
You got a nice balance, big up to that! Good work!

The pixel art is absolutely fantastic, and the gameplay is very polished! Making it so you can pause the game to buy the upgrades *and* pointing out the upgrade system once the player has enough XP to buy upgrades for the first time is really well-made. It annoys me when games try to make you juggle between staying alive and buying upgrades, being able to pause the game takes away a lot of stress and makes it exponentially harder to accidentally buy the wrong upgrade and screw your chances of winning.
Personally I didn't mind the lack of audio, with how many enemy bullets were hitting me when the boss went berserk right at the end I don't think my ears would have been able to handle that many damage sounds.... 😅
I found ignoring the boss until I have upgraded a bunch of times seems to make the game easier?
I love the arts, and the control feels good. I do think a bit of background music would improve the mood a lot.
Also, at first I thought the familiar summoning glyph was an attack and I was panicking to dodge it. Just a nit-pick but might as well share it.
Amazing amount of upgrades. The amount of XP I received vs the cost of the upgrades seemed very tightly tuned, and the enemies scaled in difficulty really well with the amount of damage I was dealing, very impressive!
Really like the idea of having a boss right from the beginning of the game as well. I mostly avoided him till i got stronger. Loved having familiars to do my fighting for me as well!
Would have been AMAZING if it had some audio to back it all up.
Very well done!
You can postpone the fight as long as you want, but eventually he will catch up to you.
@daniel-mak yes, that is by design. We want the player to run away and level up before facing the boss. We had some additional ideas to discourage the player from fighting the boss at the start which we had to cut.