Sublime Slime by kscerri
Controls:
Arrow keys = Movement A / D = Change selected unit Spacebar (can be held) = Place unit Left Shift (can be held) = Reabsorb unit
Gameplay:
A twist on the Tower Defense Genre. You control a powerful slime that can break his body into smaller piece to act as lines of defense. Adaption is key, and you will have to reabsorb your smaller slimes to move them to more dire places. We hoped that this would introduce a more dynamic experience to the traditional Tower Defense Genre, though we had to significantly scope down our project (particularly in enemy and slime variety!).
Unit Roster:
Basic Slime - Cheap | Low Damage | Fast attack rate Slow Slime - Low Damage | Slows Enemies Acid Slime - Damage Over Time Ice Slime - Freezes Enemies in Place Bomb Slime - Expensive | High AOE Damage | Slow attack rate
Credits - Assets Used:
100 Fantasy Characters Mega Pack https://assetstore.unity.com/packages/2d/characters/100-fantasy-characters-mega-pack-222143
Pixel Art Top Down - Basic https://assetstore.unity.com/packages/2d/environments/pixel-art-top-down-basic-187605
| Link | https://grandayy.itch.io/sublime-slimes |
| Original URL | https://ldjam.com/events/ludum-dare/56/sublime-slime |
Ratings
| Overall | 881th | 3.18⭐ | 27🧑⚖️ |
| Fun | 739th | 3.18⭐ | 27🧑⚖️ |
| Innovation | 843th | 2.904⭐ | 28🧑⚖️ |
| Theme | 483th | 3.75⭐ | 28🧑⚖️ |
| Humor | 738th | 2.667⭐ | 23🧑⚖️ |
| Mood | 867th | 3.104⭐ | 26🧑⚖️ |
| Given | 14🗳️ | 29🗨️ |
It's cool to be able to put slimes everywhere! It works well. It's not obvious what's the difference between units, but it's nice that you're able to hold on space to place a bunch of slimes at once. Well done :)
The towers have all a quite big range, whatever the location you place them, they can shoot. So, there is very little interest to move a tower once you placed it. Not a good thing when the initial idea is a tower defense where you can move a tower once it is placed.
We don't get more slime while we kill monsters. I placed all my towers at the beginning, then I just watched what happens. The current game mechanics does not invite you to do more things after the initial placement.
There is no progressive difficulty in the waves of monsters. It looked like all the type of monsters were all arriving at the same time. Usually, in that sort of games, you put easy monster at the beginning, and you add harder and more numerous monsters progressively.
Sorry, but it was not that fun, but I'm sure it could be with a little rework. Keep up!
I believe, due to time constraints, it might have been difficult to implement more content in the Jam version, so please don’t take my following comments as criticism, just some suggestions:
I think the player shouldn’t start with too many slimes, and the number of enemies should also be kept small at the beginning. You could start with two or three simple enemies that come from different directions and move slowly. By guiding the player to defeat one enemy before moving on to the next, the player will have a better understanding of the core gameplay.
If you could add an economy system where the player earns resources by defeating enemies to unlock more types of slimes, it would greatly enhance the fun of the game. Yes, having too many different types of slimes at the start might confuse the player, but unlocking new types of slimes over time is always exciting. If you have enough design and art resources, you could even add interactions with enemy monsters, such as unlocking a corresponding slime type after defeating a new type of monster.
I think to further explore the game’s potential, you might want to consider placing the player’s base in the center of the screen instead of at the bottom. By limiting the placement areas for slimes, you could encourage the player to constantly adjust and reposition slimes, rather than finding a perfect spot and no longer needing to move them (though, as a late-game reward, allowing players to do this could be an option).
Overall, I believe this is a prototype with a lot of potential, and it could definitely be expanded into something even better in the future :)
Nicely done, I like it :smile: