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Slime Head's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #18 | 3.842 | 3.842 |
Overall | #58 | 3.474 | 3.474 |
Audio | #62 | 3.263 | 3.263 |
Visual | #65 | 3.579 | 3.579 |
Fun | #81 | 3.158 | 3.158 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
I made everything during the jam, except for the sound/music and some sprites for the UI.
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Comments
The tiny little nucleus floating in the blob is so cute. 🙂 The core concept - that your hit points and ammo are all parts of your slime - is a great idea. The large sprites, slow movement speed, and lack of dynamic environments made this feel more like an endurance contest than a bullet-hell dodge game. (And since the dodge move costs slime to use, it’s not really worth using — just tank the damage.) This game calls out to feel more slippery. The visuals and sound are ideal for the aesthetic. 💙 Thank you for sharing this with us!
Thank you very much for playing and for your feedback! It's true that I ran out of time and I would have liked to work more on the mobility and adjust the collisions, in the end it feels like you say. This kind of comments help me a lot to improve in future projects, so thank you very much!
It seemed fun, and the art was nice, but opponents weren't spawning, is there a problem on my side?
Thanks for playing! Well, that bug is weird, you are the first person who tell me this kind of error. Which explorer have you used? This doesn't happen to me in Google Chrome, for example.
hm Firefox, so maybe i should try it on chrome
I just tried playing it in firefox and it works for me, sorry but I don't know what the problem could be.
ok I just realised those things are doors, i thought it was the background. no bug, just my stupitidy
anyway I liked the mechanic of the slime parts, pretty neat
Don't worry, then it's my fault! It's true that I couldn't give much time to the scenario art and the doors don't stand out too much. I'm glad you liked it, thanks for playing!
Nice idea! I like it!
Thank you very much! I'm glad you liked the idea!
The biggest thing I'd say is hit boxes seem a little weird for the perspective the game is in. also maybe some indicator of where the enemies spawn would be nice. Otherwise though, super creative idea, I definitely appreciated the heals after a lot of the rooms. nice job
Thanks so much for the feedback and for playing! ^^
Wow, super fun game! The concept of having to pick up the pieces of your character to replenish health and ammo is really unique and thematically ties the game together. I love the procedural aspects of the game, with the random level layouts and power ups, though I would love to see more variety in the room types. As others have pointed out, the rooms themselves were a little cramped, and it was hard to dodge bullets or move around the obstacles. But I think the uniqueness and charm really makes up for it. Great work!
Thank you very much for your kind words! I'm really glad you enjoyed it, as long as people enjoy the experience I'm satisfied ^^. And yes, the collisions section is very important for this kind of games, and I'll take it into account next time!
The concept is really cool. It's fun to play.
Thank you for playing it and for your words! ^^
Ey, pretty fun one! Always love games that encourage risky play and this one surely does it with the "racing-for-your-snoot" idea. Visuals are also pretty charming, I love the aesthetics, and I can also always appreciate little stories on jam games.
My main complaint is with the hitboxes tho, as other people already pointed out. I realized every single hitbox is a full rectangle the perfect size of the sprites, wich made movement around obstacles pretty hard, and dodging bullets properly witouth dashing is borderline impossible. Remember that hitboxes have to always be smaller than their sprites, and for a Bullet hell you should take that to the extreme, even the bullets that are already pretty small should have even tinier hitboxes. Also since this is a top-down game with side-view visuals another trick is to make the hitboxes of every character and scenery obstacle to only cover them from the bottom half and below, this way you can achieve some sense of 3D depth too.
Thank you very much for playing the game! I appreciate the feedback a lot, the truth is that it's the first bullet hell and I didn't give enough time to the collisions, something that I've realized is very important in this kind of games. Next time I know what I have to focus on, thank you very much for your advice!
Very fun game! I love the sprites and the intro, and you made a really smart use of the theme. I wish dashing didn’t cost slime out of battle, I just want to go fastttt (>_<) Nice work ^^
Thank you very much for playing and for your kind words! I'm very happy to read that you had a good time playing ^^
Found movement to be kind of janky. Idea is cool though once I understood how the slime interacts. Art is really sick and fitting
Thank you very much for playing! I'm glad you liked the art, I put a lot of effort into making it
Confused at first about how the slime mechanics worked, but once it made sense, it was fun.
Nice job
Thank you! I'm happy you had fun playing it!
Good game, ui is cool, boss is challenging, I liked the intro too.
Thank you for playing! I'm glad you liked it!
I got multiple upgrades and defeated the boss as soon as it appeared with an [E] attack, which was satisfying.
The implementation of the theme is really cool, I like the slime being sorta ejected from the body of your character. I like the look of the enemies too and the game is very fun to play.
Good job.
Thank you very much for your words! I'm really glad you liked it and that you had a good time playing it ^^ !
I liked the style of the intro and generally the spritework! Nice concept, picking up your own slime felt oddly satisfying!
I had a bit of trouble with the big collision on the player character both with movement and avoiding projectiles. I also initially got confused by the arrow, thinking it was telling me to go to a specific direction, before I figured out it's basically my crosshair... but I think that might just be because I'm tired from working on my own entry :D
Thanks for the feedback and for playing! It is true that the arrow can be somewhat confusing, I will keep that in mind in the future.
No worries, it wasn't a big deal, maybe just me being tired! :D
I like the concept, love the different sprites for the slime. I also got confused by the doors, and I thought the hitbox on the character was too big plus there are so many bullets that it was kind of impossible to avoid. Cool intro.
Thank you very much for your comment! I agree with your feedback, I wish I would have had enough time to level up the collisions and enemy bullets a bit more.
The art style is really nice, the game looks really good. It took me a bit to realize the doors were doors in the first room so I wasn’t sure what to do for a bit. Also the collisions should probably reduced to only around the feet because it was hard to navigate around the waste barrels in some rooms.
Thank you very much for playing! I appreciate the feedback, I will keep it in mind!
I can tell a lot of work went into that intro and I thought the slime mechanic was pretty cool - especially the way it looks as you use up your slime.
Thank you very much! I'm glad you liked it!