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A jam submission

Slime's Forest AdventureView game page

Slime's Forest Adventure is a Metroidvania game. Made by MetalGemmys and Aterlone.
Submitted by TaneHaines — 1 day, 38 minutes before the deadline
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Slime's Forest Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#232.5583.000
Metroidvania#262.0252.375
Enjoyment#282.2392.625
Sensory#292.0252.375
Overall#292.2122.594

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Aterlone, MetalGemmys

Prizes eligibility
Jasontomlee and Azecy

Comments on the jam
The GameJam was fun. We ran out of time due to the Jam being during our finals but I think we did well. Our first ever game released :>.

Reference info
email: taneahaines@gmail.com

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Comments

Submitted

Nice work! I loved the music but the map is too big to just loop on the one track. The squishiness of the slime’s animation was great, just enough to sell it’s blobiness. I was really desperate for gamepad controls, I couldn’t get out the room once I got the bounce upgrade, it was brutal to have a new skill and the coral/thorns/whatever; just practicing bouncing some more would have been enough. Also, it was very tedious sometimes having to wait for an enemy to move enough so they could be jumped around. And what was X? I was kinda mashing buttons trying to figure out if anything did something. I hope you have some time to keep working on it.

Submitted

Good start. The jumping felt really good, and it had nice music.

I kept going expecting something to happen. There was a lot of map, but it was very boring. All I could do was avoid things. Also, not sound effects.

It has promise, but there's not much there right now.

Submitted(+1)

The jumping felt good and I was delighted by the squirrels trying to kill me with acorns.

Developer(+1)

Squirrels are fun.

Jam Judge(+1)

Huh that's a funny one.

First of all,  the metal ball thingie, it's awesome! Super creative ability and it flows so well! Props to the level design for that, it was really fun to bounce around with that, I love it!

That said, wow that map is so huuuuuge, and like, in kind of a harmfull way I'm afraid. Every single room kinda just looks exactly like the previous one so after a dozen screen transitions I was already completely lost, and the rooms are soooo big, with not a lot of interesting stuff happening on them before you get the metal form, so like, until then you're just kinda... walking and jumping aimlessly throught a lot of random platforms with an ocasional squirrel here and there. And the metal form was actually the only thing I found AT ALL, I couldn't figure where to go next... I did climb a specific room that require  a lot of very cool bounces, but then at the top it was just a dead end lol

In the end I got to a room with very weirdly missplaced coral spikes that had no hitboxes, and fell out into the void when I tried leaving it since aparently it had no transition to the room before it... After that I kinda gave up since walking all the way to the metal upgrade again sounded like a chore, plus I have no clue where on the map it actually is lol, as I said, I was completely lost. (Usually I don't give up that easilly to silly softlocks, but in this case I really have no idea how to navigate this map, it's way too big and empty....)

So yeah, I have no idea  if I saw everything I could see or if I literally missed the whole actual game because there's really no indication of progress anywhere, not even the game page gives me any clue, so sorry if anything x)

Next time I'd actually advise to build way less rooms. Say with me folks: Quality over quantity!

Developer(+1)

Yeah, I got suggested by a friend that we should have made a map as well. We ran out of time, you made it to as far as we got. Sorry we should have made a clear indication of where the game ends. I think a map would help with hugeness if it indicated where /which direction for example the abilities are.

Jam Judge(+1)

No worries!

But I have to say, please don't get the wrong lesson here! 

Having an actual map is very cool, but it is  just a little helping hand , it should NOT be used as a band-aid solution for level design!

I'd say the best metroidvanias are the ones you don't need a visible map at all, the player should be able to tell where they are just by feelings alone! Be that done by differing visuals, interesting gameplay patterns, noteable landmarks or anything like that. For example, you could have made less big open rooms and more cramped corridors ones. If the player can come back to a room that gives a "hub area" feeling they will be able to find thenselves all the much easier without actually needing a visible map for localization.


Maps are still great for localizing where you DIDN'T go yet by showing the player where are new exits on rooms they already passed throught, but they should not be used for mitigating "I'm lost" situations.

Submitted(+1)

Way to get that much done on top of university! I really like the slime feel of jumping and falling. It's oddly satisfying.  I wish I found more stuff to pickup and reward me at the micro level. Nonetheless, I also enjoyed the different ways you found to mix your mechanics up through level design. And thank goodness for your frequent checkpoints!

Developer

Thanks Ember, was thinking about the micro level but we didn't make it into the demo game. Might add it in the future.

Submitted (1 edit) (+1)

I ran into the same issue as niepandou. I like this demo nonetheless. The base platforming feels good enough that the game doesn't need to rely on having a bunch of mechanics to feel rewarding. My main comments would be to make the music less present, like make the base background track longer with more sections that aren't as melodic, and that a little bit of environmental storytelling would go a long way to break up the repetitive themes of the different screens.

Developer(+1)

Yes, we had a great planned out story, but couldn't fit this in properly because of exams :(. I definitely agree with this. Thanks for the feedback on the music!

Submitted(+2)

I think although this game doesn't have many mechanics, it makes up for it with a rich number of levels. During the playthrough, I discovered a very interesting technique—I needed to use the acquired wheel skill and then rely on momentum to reach certain places. Unfortunately, I later encountered harmless spike traps that made it impossible to turn back, forcing me to restart the game if I wanted to continue playing, which was quite frustrating. I hope the developers can add a feature to return to temporary save points.