Revenge of the Slimeball: Episode 9 by PIXEL^3

[raw]
made by PIXEL^3 for LD32 (JAM)
In a world where wooden crates are sentient who will stop the invasion other than SLIMEBALL MAN! With the amazing slime ball power of bouncing around and turning into spikes the evil crates stand no chance! Infiltrate the enemy factory in this exciting adventure of revenge! Because they killed your father... or something. Go kill crates.

Only 2 level for now because we were really lazy this LD but it's better than nothing. Sometimes you have to attack the immobile crates multiple time to break them but we're too lazy to fix it.

UPDATE: Crates should be working now

CONTROLS:
WASD to move left and right, and up and if you're in mid-air.
S to enter a pipe
SPACEBAR to jump.
LEFT MOUSE to charge your jumps, you jump in the direction of your mouse cursor.
If you don't like the controls, you can edit them in config/keys.cfg

Programming by Jellonator
Art by AlucardX60
Music by MKSTAR26

Ratings

Coolness 47% 1383
Overall(Jam) 3.11 601
Audio(Jam) 3.39 227
Fun(Jam) 2.88 631
Graphics(Jam) 4.04 167
Humor(Jam) 2.50 686
Innovation(Jam) 3.32 363
Mood(Jam) 2.80 699
Theme(Jam) 2.80 849

Feedback

chanko08
21. Apr 2015 路 01:51 UTC
Interesting mechanic. Once I got used to the idea I was flying all over the place. Looked like there were some collision issues with some of the crates. I'd hit them and they'd disappear, but I'd still be able to jump on top of them.
JALgames
21. Apr 2015 路 07:58 UTC
Amazing graphics! The game looks so cute and the game is very fun, although sometimes a bit frustrating...
Archonthewizard
21. Apr 2015 路 08:00 UTC
Interesting idea. I feel like it has a lot of potential, but it was often frustrating trying to do simple things. If I was able to charge up and launch myself immediately after a previous launch, I feel like it could be a lot of fun. Have you considered adding a visual meter that shows have much charge you have?
Franklin's Ghost
21. Apr 2015 路 13:37 UTC
The slimeball turning into a spike that could destroy things was an interesting mechanic. Would be nice if you could have more feedback to how much you're charging up cause it did take me a bit to figure out how much I was charging. Although it was fun to just charge up alot and see where you'd end up.
馃帳 PIXEL^3
21. Apr 2015 路 16:44 UTC
composer here

soundtrack here https://soundcloud.com/emelia-kaylee/sets/ninety-minutes-revenge-of-the

ftm (source file) here https://dl.dropboxusercontent.com/u/41669097/Ninety%20Minutes.ftm

have fun with your Ludum Dare kids

-Emelia K.
DesignerNap
22. Apr 2015 路 22:21 UTC
It was compelling and tricky to play so that kept me going. I didn't manage to finish it thought. Great visuals and audio!
Crefossus
22. Apr 2015 路 22:59 UTC
The platform movement is okay but the bouncy movement is really hard to control. I feel like if you had the s key take you directly out of the bouncy movement on demand that would help bring back control to the player. You get out of control for a really long time so failures become frustrating.

Also there could be feedback for charging up, maybe a dashed line indicator? Maybe reduce the range of motion or charging so there are less variables. That could make it feel clunkier so idk.

The art is really great all around. Some parts blend in a bit, maybe it's the background tiles? Can parallax?
phi6
23. Apr 2015 路 14:52 UTC
I love these graphics, very impressive pixel art. The platforming physics were fairly good, although I think the ground friction was way too low. Jump charging was an interesting mechanic - I enjoyed flinging myself all over the shop!
Murchurl
25. Apr 2015 路 09:20 UTC
Music, Art and level design was fantastic! Glad you guys fixed the bug the game is now possible to complete :). Still quite difficult though because you have to get that power just right otherwise you bounce all over the place and are bound to die from enemies :p.

Overall fun game with an interesting mechanic great job!
Tselmek
25. Apr 2015 路 15:46 UTC
Mechanic simple to understand yet hard to master, pretty nice graphics and cool soundtrack. Good job!
MartianGames
28. Apr 2015 路 08:02 UTC
I love the bouncy concept, had a lot of fun, I particularly enjoyed using just the Mouse-Charged-Jump control as I needed to calculate very carefully/strategically my maneuver or I would end up getting pushed far backward, which made me laugh. I might suggest that dragging-the-mouse-action would spawn a stretchy goo like rubber band in the direction of drag, and just a slight more damping on the bounce, and remove all other controls .. this could be a rather fun game (and even translate well to a Mobile game...if you're into that sort of thang) lol .. also loved the "unconventional" music ;)
taviandir
30. Apr 2015 路 12:08 UTC
A really great game and an interesting take on the theme. A few times i wasn't 100% sure what was background and what was platforms you could stand on.
I understand that you only had 72 hours but I want to make a few improvement suggestions that would've made the game EVEN better:
1) I've no idea how hard I am charging. Would be nice to have like a charge bar appear every time, maybe towards the mouse cursor?
2) Maybe a crosshair? This combined with (1) = Worms Armageddon's bazooka.
3) The last small bounces are quite redundant and only serves to make me slightly frustrated. It would be nice if the bouncing got "cancelled" faster.
4) Maybe an option to cancel the bouncing altogether and return to slime ball state?

Since it's a slime ball, maybe it can attach to walls? :)