Tug Of Slime by Retrific

Tug of Slime is a Tug of War game where two wizards fight over the high ground in their forest. Spend mana to summon slimes and spells and beat the dark wizard in this slimy game.
Screenshots:

Instructions:
To play, on Windows, simply download the zip, unpack and then run the .exe. If you are not on Windows you need to use the HTML5 version, that can be found on itch. In-Game you will find some game instructions when pressing the ? in the top left corner. You basically only need your mouse to play. You can switch to fullscreen and back with Alt + Enter. Double-press Esc to Quit or R to Restart.
My personal conclusion about LD55:
A great success! My second ever LD, and this time it was much better than last time. Yes, I still spent too much time improving my own libraries and polishing various unimportant features instead of focusing on the important stuff. But I did manage to add sound effects to my game this time and it has proper start and end states, and just overall I achieved everything I set out to do. So I would consider a success alreaady. I really hope this time I will get more people to play my game and a score that I can be proud of.
Credits:
Everything, except for sound but including art, was made from scratch by myself, solo-developer "Retrific".
Music was made by "Komiku" (CC0) and Sounds were edited and mixed by myself but using various free and paid licensed resources.
Made using Game Maker, using a bunch of self-made libraries that I have created over the time of my life.
| Link | https://retrific.itch.io/tug-of-slime |
| Original URL | https://ldjam.com/events/ludum-dare/55/tug-of-slime |
Ratings
| Overall | 149th | 4.027⭐ | 39🧑⚖️ |
| Fun | 130th | 4⭐ | 39🧑⚖️ |
| Innovation | 671th | 3.27⭐ | 39🧑⚖️ |
| Theme | 68th | 4.368⭐ | 40🧑⚖️ |
| Graphics | 250th | 4.189⭐ | 39🧑⚖️ |
| Humor | 497th | 3.188⭐ | 34🧑⚖️ |
| Mood | 255th | 3.932⭐ | 39🧑⚖️ |
| Given | 49🗳️ | 49🗨️ |
the sound loop is cool and the particules (fire, lightning) are amazing.
Feedback:
The small blob is a bit to strong compare to the big one, and the range one are quite useless.
But we had the same issue: not enought time to play test it.
Great job
Pretty hard though !
Would have been great if slimes could stack or move on depth.
PB (and WR as I'm apparently the first) : 10:38
I got the enemy wizard to about 57hp and the game crashed when trying to cast a fire spell very close to their spawn point. I might have double clicked by accident when trying to cast it, so that might be part of the bug?
Just to clarify, I played the windows version before you updated/added html so you may have already fixed the bug.
As feedback, it might not be completely clear at first that the player needs to spend mana to unlock the giant slime and the lightning spell as the icon only shows a lock. It might be a good idea to show the amount of mana needed to unlock it at all times, not just on mouse hover. Maybe make it part of the lock icon?
Also as feedback, I really liked the way the order you spawn slimes matters. I started making strategies on where to spawn each slime; like going 2 normal slimes and then a ranged one. Maybe you could expand on this aspect more in some way, like slimes that jump positions or something.
Nice job! Keep it up!
looks like the first player to get an advantage keeps it the whole game (hopefully it was me… after three attempts haha)
the atmosphere is nice, music and art (i loved the background) fit well, good entry for a second jam!
I will put in some more time to work on balancing. I do want this game to be in a good shape before I call it done. But I also kind of like the snowballing. It's fun - But its difficult to get it just right to not become boring. I did have some runs where I thought I will win easily in the next few seconds but the enemy was able to get back at me and ultimately it took me about 10 minuts to win - which is about what I want a match to take in total. Winning is fun though, so I don't want to make this game too hard. Adding difficulty options to choose from is probably the best way forward.
And for everyone who experienced any errors or stability problems please do send me any error messages or logs you have or give me steps to reproduce it. Appreciate it!
Thanks for playing and rating
It was extremely touch and go, every inch of territory was won with a bucket of slime blood.
I had especially many devastating loses where the enemy wizard nuked the army I just amassed leaving me defenseless... yet I persevered.
Unfortunately after once it was basically impossible for me to lose, it just became a slog trying to knock down the enemy wizards' tower, because he kept spawning a few slimes to defend himself.
Easy, Normal, Hard mode are very nicely balanced. Impossible is overwhelmingly difficult, but surmountable with strategy.
I like that on easy mode you can win by just spawning the spells and spawn, but on hard modes you have to use timing, take strategic retreats, and use Heavy and Ranged classes tactically.
Notes:
The lightning strike does not actually strike enemies behind the first line of defense, aka the rangers I'd really like dead. Considering the investment to learn this spell, that's a disappointment for me.
Also, ranger slimes not retreating behind the last next tank when the one in front dies also means you can't use them as effectively, since instead they just stand on the front lines and take the punishment.
Slimes only targeting the base if no enemies have spawned also means that as long at least one enemy is spawned (Which is most of the time) you can't make any progress. Turning a 8-min game into a 40 min one :(


I thought about having ways to command your slimes to retreat, focus on slimes or focus on the enemies "base" etc. But this was simply out of scope for the limited time. I think some other types of slimes (or upgrades) with abilities like being able to attack multiple targets at once or being able to overtake existing slimes could help.
But yea, for this jam I wanted to keep it simple and predictable.
@hare-software Thanks for kind words <3
@lame-rat Hey, thanks a lot of the feedback and praise. Yea in the end it's not an actual RTS but a much more casual strategy game where spamming is half the fun imo. Seeing an army of slimes jump towards the enemy is great. I am not sure if limiting the army size would help that much since you could just wait for a slime to die before spawning a new one and unless it's limited a lot this wouldnt make a big difference but do kill some of the fun of being able to save up on mana and then unleash hell.
The gameplay is simple, but very effective and addictive. There\s a surprising amount of strategy I spend a lot of time playing on the impossible difficulty after beating the game on Easy and Normal. It took me about 10 tries, but after that I finally had tuned my strategy enough to beat it. I think the run itself took a good 10-15 minutes haha. I really appreciate the design of the game, where you solved doom-stacking (spamming a big bunch of minions mindlessly) by punishing it with the fire strike (which looks amazing btw).
Overall, great looking game that plays very nicely. Top marks! :trophy:
I found the game to be a bit hard even on easy mode first, but once you get a lead and just spawn the 50 mana slimes you can easily overpower the enemy.
Only talking from trying Easy and Normal but I think there could be more incentive to spawn the smaller or bigger units. I was never anywhere close to unlocking the last spell either so that might need to be a little cheaper to have actual use.
The view dragging could match the distance your cursor travels to feel less floaty.
The game could have some target limit so that slimes could attack the base if there are enough of them already attacking the one spawned enemy slime in front.
Being able to cancel the fire strike spell would be nice.
Good job anyways!