No Gloop, No Glory by Prakkus

[raw]
made by Prakkus for Ludum Dare 54 (JAM)

The web build is broken on here but works on itch!

Intro

Glory, the hero has busted into the alchemy lab where you, a little slime, were just hanging out with your siblings! Pick up slimes to increase health, and gain powers to defeat that hero!

Controls * Right or Left click to move * Aim abilities with your cursor * Q spends some of yourself to shoot a projectile towards your cursor. * W leaves some of yourself behind to do a dash towards your cursor. * E pulls slimes near your cursor towards you.

How to play

  • Collect slimes to grow bigger and unlock new abilities!
  • Avoid the intrepid hero who is intent on your destruction
  • Become mighty and defeat them!

Tips * Slurped slimes can damage the boss OR be reabsorbed by you.

Screenshot<em>2023-10-02</em>at<em>3.51.24</em>PM.png Screenshot<em>2023-10-02</em>at<em>3.50.31</em>PM.png screenshot-1.png

Tools: * Unity 2022 * Clip Studio Paint * FL Studio * Blender 3.6 * DOTween * Color Scheme from lospec.com (https://lospec.com/palette-list/japanese-woodblock)

Credits:

Art/Visuals/Animation - Naomi Rubin, Davide Spiert

Sound/Music - Mark Pressler

Programming - Logan Stolmaker

Ratings

Overall 949th 3.1⭐ 22🧑‍⚖️
Fun 911th 2.975⭐ 22🧑‍⚖️
Innovation 827th 3.026⭐ 21🧑‍⚖️
Theme 1096th 2.525⭐ 22🧑‍⚖️
Graphics 858th 3.025⭐ 22🧑‍⚖️
Audio 613th 2.921⭐ 21🧑‍⚖️
Humor 779th 2.441⭐ 19🧑‍⚖️
Mood 992th 2.75⭐ 22🧑‍⚖️
Given 19🗳️ 20🗨️

Feedback

RossK
05. Oct 2023 · 02:27 UTC
This was cute and fun! I couldn't tell if the "hero" could eventually be defeated, or just delayed.
JuanRod707
05. Oct 2023 · 04:19 UTC
took me a couple of tries but I managed to defeat the hero, you did a great job implementing the hero AI to really feel harassed at all times. Great job!
Griddolini
13. Oct 2023 · 22:52 UTC
This was a solid little game, I died immediately twice figuring out what to do but then it was smooth sailing and I won a hard fought battle :) i like the little combo with the split + pull, fun to pull off
Jason Shapiro
13. Oct 2023 · 23:36 UTC
This was a lot of fun. I liked all the attention that was put into the slime and its abilities. Everything else was fine. The weirdest part was the zone of high graphical fidelity that surrounded my slime like some kind of reality altering aura. I understand wanting to spend less cpu time on things that are offscreen, but it was boggling to me to do that with things that were still onscreen, especially in a top down game. I also really wanted the skeleton (hero?) to take damage from the spinny flame traps. I spent a lot of time trying to lure him into one. However I was very happy to see that I could damage them by calling back slime on the other side of them that hit them in the back, and that was extremely satisfying. I wasn't sure what was going on when they ran into my slime on the floor that I ejected. I guess they just ate it or something. Overall, quite fun - I played a couple times until I beat it. Thanks for the game!
LDJam user 239490
13. Oct 2023 · 23:38 UTC
This was fun and a neat idea for a game. I think it might be good to spawn the player away from the enemy more to get used to the movement and basic mechanic, then add in the enemy. I kept spawning right next to the enemy and if I didn't move immediately I would be killed. I think maybe turning the enemy AI aggression down a little bit might make it more fun to play too. Its fun right now, but quite challenging.
NuiN
13. Oct 2023 · 23:44 UTC
Web build isnt working btw on here
NuiN
13. Oct 2023 · 23:53 UTC
Really neat idea
Liquidcrafty
14. Oct 2023 · 00:50 UTC
Fun and chill game. All the mechanics felt smooth and great to play with. I liked the touch of slurp being able to scale damage based on how large a blob you pulled to the hero. It made for a cool dash and slurp combo when you get to the larger side. I see most people touched on the spawning close to the enemy at the beginning which is a fair assessment I think. As for improvements that could be made, I think I took damage from the flame towers when they weren't active. Also it would be nice to see a few more abilities from the hero other than following you and dash.
Tiseno
14. Oct 2023 · 05:27 UTC
Very nice, solid submission.
I would have liked it if everything was a bit quicker, and maybe the music could have been a little more hectic and gladiator-arena like.
LDJam user 377500
14. Oct 2023 · 10:06 UTC
i would love to see more skills from the hero. and maybe trap can damage the hero. very chill game.
adhesion
17. Oct 2023 · 02:39 UTC
Pretty cool concept, growing the slime was pretty satisfying. The fact that you weren't much faster than the hero made it a bit difficult to do any interesting tactics, particularly with the last power. Also found it a bit frustrating that the traps didn't damage the hero - the hero was a bit of a damage sponge, so the whole pace of the game felt quite slow (except when I hit with the 3rd power, which was very difficult and rare). Would be cool to see this with some gamefeel tweaks like speed/health and maybe other kinds of enemies. Nice work!
Ruben Rosenmeyer
17. Oct 2023 · 18:59 UTC
It's really tricky to hit the hero with bigger slime clumbs, since he destroyes them when touching them on the ground. So you have to get some distance, split, then try to get the hero between you and the slime clumb, as both are now behind you. I found myself mostly reliyng on the slime shot because of that, which made the game feel quite slow because of the low damage. Good execution of the game nevertheless, I didn't manage to find any bugs!
Locke8
18. Oct 2023 · 16:17 UTC
The game is pretty cool, you get some variety with the abilities, but i think it has a few issues. First off, i don't really see how this fits with the theme. Secondly i think that there was too little variety in the hero's moves, he only ever moved towards you and lunged, and he got stuck on the pillars quite a lot as well. Its fairly neat game nonetheless.