Post-jam Version! Escape the Slime Lab
Hey! I have been working on implementing some changes based on the feedback I have received from comments and playtesters. So far most of the changes are aimed to improve the user experience by changing the way shapes are placed and the player movement, but there are other changes and additions like a new level and global timer, and a prototype for the main menu.

If you like, you can play and rate the original jam version here: https://ldjam.com/events/ludum-dare/54/escape-the-slime-lab
and then play the post-jam version here:
https://redoxeide.itch.io/escape-the-slime-lab-post-jam-version
New lab shape planning mechanic and movement
The main mechanic of my game is that the player can place "lab shapes" only while encasing the slime they control to try to solve puzzles and platform their way out of each level. Some of the puzzles require the player to "catch" the slime with a lab shape while it's jumping or falling. While watching others play, I observed that they would often find the right solution to a puzzle, but they couldn't execute it reliably because placing the shapes to "catch" the slime while falling or jumping was too hard. This was mainly caused by the requirement of only being able to place shapes with the slime completely inside of its area.
One of the comments I received from someone (can anyone tell me if it's ok to @ someone here?) suggested that a shape could be placed in a "ghost state" anywhere on the level, and would later be completely placed once the player jumps in. This ended up being the solution I went with. I think this solves the problem nicely without lowering the skill ceiling of the platforming aspect too much. This, combined with new more fluid and "floatier" movement, made the game more accessible and less frustrating for players.
Experimental grid assisted shape placement
Another point I noticed during playtesting was that, again, players would know the solution, but would often place a lab shape a couple of pixels off, causing them to not be able to complete the level.
An experimental solution I am trying for this, is the use of a grid-assisted placement. Players can toggle it by pressing [tab]. While it is active, shapes follow an 8x8 invisible grid. This helps players place shapes correctly with less precision. If this change makes the game too easy, I can try making the grid 4x4 or 2x2, thus requiring more precision from the player before trying something else if necessary.
Internal playtesting results of this post-jam version
So far, internal playtesting with these changes has been positive. The game looks and feels more accessible now. Using the planning mechanic, a friend of mine even found a way to finish the last level using only 2 of 3 lab shapes. This was possible before introducing this new mechanic, but being able to place shapes more reliably facilitates this kind of skill expression. His method is completely unintended by me, and looks like a speedrun strat, which I didn't think my game would have, but I love that it does. It was truly a proud moment for me to see it happen.
The only point that has been made is that players expected to be able to just click a planned lab shape (before its placed) to "pick it up" again to be able to plan it or place it somewhere else. This is something that will hopefully be added next version.
I still plan to add a couple more levels and tweak the tutorials a little bit for the post-jam version during the week. After that, I am thinking about expanding and polishing this game further into a full release. I already have many ideas on new mechanics to add to the game.
Thanks to everyone that has played and given feedback so far! I am looking forward to your feedback on the post-jam version too!



