Slimevulture by Feraligatr

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
| HTML5 (web) | https://nidavellirgames.itch.io/slimevulture |
| Link | https://nidavellirgames.itch.io/slimevulture |
| Original URL | https://ldjam.com/events/ludum-dare/52/slimevulture |
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🗨️ |
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.