Slimevulture by Feraligatr

[raw]
made by Feraligatr for Ludum Dare 52 (JAM)

Screenshot (127).png

Summary

Finally, you’ve infiltrated the holy place of the filthy humans to take revenge.

Once the sun rises the highest graveyard keeper will probably get you.

To defeat him you should harvest graves to improve your abilities!

Controls

WASD: Movement

LMB: Attack

E: Interact with graves/items

1/2: Switch weapons

Heads: Higher attack speed

Arms: More weapon slots

Legs: Higher movement speed

Torso: Higher max. HP

Team

zeichn - Digital Artist

manio – Sound Director

ThePeat, serefbulbul, Julian and tomfu – Developers

Foreign Assets

Haunted House Font https://www.1001freefonts.com/de/haunted-house.font

Ratings

Overall 657th 3.095⭐ 23🧑‍⚖️
Fun 605th 2.976⭐ 23🧑‍⚖️
Innovation 673th 2.81⭐ 23🧑‍⚖️
Theme 723th 2.976⭐ 23🧑‍⚖️
Graphics 699th 2.571⭐ 23🧑‍⚖️
Humor 296th 3.184⭐ 21🧑‍⚖️
Mood 645th 3⭐ 23🧑‍⚖️
Given 16🗳️ 18🗨️

Feedback

La bread
09. Jan 2023 · 23:13 UTC
I like the gameplay loop and replay value, my only gripe is that the controls are in the description, it took me until my second playthrough to find out how to use the bow. Solid short experience. Maybe also include test near the sunrise meter to make it clear that was what that meter was meant to represent!
NoStressWes
09. Jan 2023 · 23:13 UTC
Nice game! I love the "ouch" SFX!
Rich Machines
09. Jan 2023 · 23:17 UTC
Really appreciated the upgrades system based on corpse parts (they are upgrades right?). Sometimes you can it the enemies behind walls (a feature, I suppose). My only concern is that the more I buff the character, the more the boss beats me: the upgrades are not really improving too much the character.
zeichn
10. Jan 2023 · 20:12 UTC
@rich-machines The upgrades improve your max HP and your speed for example, making it easier to dodge enemies. The Arms are the most usefull. Try collecting them, so that you can pick up more weapons (enemy drops). You can also switch with 1 and 2 between Sword and Bow (you only start with a sword tho)
Tristan Doell
11. Jan 2023 · 00:45 UTC
Nice game, love the upgrade system I had all the bows! first time I went into the house and started the boss fight and just died. Second time managed to beat him. was fun.
LDJam user 320570
11. Jan 2023 · 01:15 UTC
I really like the idea of having to build up upgrades before this looming boss spawns- it feels more ominous because of it. The "ouch" SFX is fantastic lol. I totally forgot there was a bow until re-reading the description after playing, so it was a sword only win! Nice!
zeichn
11. Jan 2023 · 10:28 UTC
@tristan-doell haha nice you found the hidden feature! Thanks for playing!
Mad Rabbit
11. Jan 2023 · 14:07 UTC
Nice addictive little experience, great work!
Hare Software
12. Jan 2023 · 00:12 UTC
Was very easy to get in to and I was surprised by there actually being an actual boss battle in the end. Well done!
LuhUchiha
12. Jan 2023 · 00:23 UTC
Fun game, great work!
Cody1712
12. Jan 2023 · 11:47 UTC
The boss fight sure surprised me! Was very fun, good job!
Labete
13. Jan 2023 · 13:44 UTC
Cool game, I liked how the slime had 4 weapons equipped by the boss fight. Nice vibe, good sound effects. Art was good. The game itself run smoothly. The boss fight was well animated, I loved how there was more than one attack.
deadgoodnik
15. Jan 2023 · 15:02 UTC
I liked this one but anything featuring GraveYards and spooky themes have me but yes in general a fun little game with a bit more polish this could be something pretty damn cool well done
TRSTHSTRS
16. Jan 2023 · 07:49 UTC
Very easy to understand but the hitbox at the top of the character is slightly big i think? there were people hitting me even tho they where a couple steps away. Got a little surprised by the bossfight cause it was triggered without any warning and he spawned right an top of me. But yeah, Graphics are nice, sound is okay too. had no bugs while playing. Nice game!
zeichn
16. Jan 2023 · 11:07 UTC
@trsthstrs Thank you fror playing! We did have a bar which fills up and indicates the start of the boss fight, but we could have make it more obvious. Thanks for the feedback :)
bloodycoin
18. Jan 2023 · 10:51 UTC
Well done on the entry. I like how your slime can have more than 2 arms. Reminds me a bit of the **Inside** game. The "ouch" audio was cute.

The body modification part of the game is something I wanted to toy around for some time, so glad to see I am not the only one. I would prefer though if the parts you dig up stay in the world just a bit longer. A random part drop from zombies would also be appreciated. I found myself a few times in scenarios, where all graves are "harvested already", but I still have time kill. I think it would incentivize players to go kill zombies more. As well as creating tricky decisions when the part drop from zombie, and you don't really want to go back to pick it up. And of course even more amazing, if you could see the collected parts on the slime in one way or another - e.g. random hands and legs dangling around.

Another idea to think about: should there be some downsides to collecting many parts? for example the movement speed slows down. But moving slowly all the time would not be interesting. Then you could introduce some **Concentration** parameter, that allow you to arrange gathered parts more neatly and efficiently - thus moving attacking at full power. Oh, maybe even better - make the concentration go down only when you are getting hit. And to recover it you would have to stay still in one place for certain amount of time. That way there is more of strategic element to the game when to move and when to recover, as well as not trying to charge into zombies straight on. But that's just one possibility.

There were places where it felt like I was getting stuck to environment. I would recommend using `capsuleColliders` for the slime and a combination of `Circle/Box Colliders` for the environment, if you are not doing it already. Rounder collider shapes seems to be more forgiving for diagonal movement and around the corners.

It was a bit hard to understand where are the limits of my attacks and enemy attacks. I guess my attack range was more or less the area I can reach with the sword. But for enemies - I was struggling to understand if I still have a few moments of movement before they attack or should I go already to not get hit. Some sort of visual feedback would be great.

The boss fight was a cool and somewhat unexpected addition. Especially since the boss had different attack patterns. The thing that really confused me though during the boss battle was the background. As it was the same tile all over the place, it was really hard to understand if I am moving and how fast. Is the car moving? is the Gravekeeper is moving? Some kind additional environment objects (trees, shrubs, path) would really have helped to anchor myself.

Overall great job, looking forward to future Ludum Dare submissions.
zeichn
18. Jan 2023 · 20:13 UTC
@bloodycoin Omg thank you for the detailed review! You are actually able to harvest graves more than once, there is just a timer, to dicurage camping. We did actually plan on having the legs/arms integrated into the slime, it was just a time problem, since I was the only artist and was busy with school on monday, but it would have looked really cool! I can't speak for the coding feedback, since I know nothing of it, but thank you for the artistic feedback, I'll keep that in mind for the next level design! Thank you for playing and have a nice day!! :)
OadT
22. Jan 2023 · 16:53 UTC
AUTSCH! Hilarious Sound effects :smile: I liked that you could hit multiple enemies with the sword but onlz in a narrow space. One problem I had during the night but also during the boss fight is to see when I am getting attacked and get damaged. But overall cool entry!