Slime Girls by nervous-composers
Slime Girls
Controls: Arrow Keys to move, Space to jump
BGM: Ultimate Game Music Collection (Unity)
Apologies, we wish we had more time! Hope to create a post jam version.
Slime Girls is the story of Green Slime, awoken with none of her memories. She has to find her way out, uncovering deep mysteries in the process, and perhaps the meaning of life. Sacrifice is required to progress.



| HTML5 (web) | https://nervouscomposers.itch.io/slime-girls |
| Original URL | https://ldjam.com/events/ludum-dare/43/slime-girls |
Ratings
| Overall | 88th | 4⭐ | 27🧑⚖️ |
| Fun | 164th | 3.74⭐ | 27🧑⚖️ |
| Innovation | 369th | 3.34⭐ | 27🧑⚖️ |
| Theme | 69th | 4.22⭐ | 27🧑⚖️ |
| Graphics | 86th | 4.36⭐ | 27🧑⚖️ |
| Humor | 783th | 2.263⭐ | 21🧑⚖️ |
| Mood | 69th | 4.04⭐ | 27🧑⚖️ |
| Given | 24🗳️ | 27🗨️ |
The slime girl animations are cute and the puzzles were clever.
It's a great game. Do you have two ending games? One ending was experienced. The graphic and the puzzle are cool. It's a really fun game.
-Sacrifice mechanic was quite unique, not mind-blowing or anything, but the atmosphere really helped make it stand out.
-The introduction of the mechanic is done very well. I like how it lets you figure out how the game works, giving you that "aha" moment once you finally trigger that switch.
-Some of the ways that you have to use the sacrifice mechanic are really clever. Having to figure out that you have to get hit by a projectile to trigger a switch was a cool puzzle.
-Another neat use of the mechanic was dying to open up shortcuts for your next attempt.
-As I said before, the artwork is really good. I'm impressed that this amount of detail didn't take more than 3 days.
-One thing I did notice was that the collision was a bit wonky. Sometimes I would just walk into the hitbox of some grinders that were actually below me, and other times I would land on solid ground and still touch the hitbox of some grinders that are behind me.
Overall a really cool game, especially in terms of puzzle design. Great job!
Others have also mentioned that the death animation takes too long, and I think I'm partially inclined to agree with them.
I had a laugh at the ending, as that's the first time I've seen someone do something fun with their unfinished ending - which, let's be honest, we all have :)
The level design was a mixed back, with ingenious shortcuts but also weird paths to nowhere and oddly placed traps. Still, graphically it was quite impressive. Out of curiosity, did you attend this year's Berlin Unity Conference. I was there, and the Robby Robber tutorial I did there looked a bit like this game design wise, with the tiles and lighting.
Given dying is the main mechanic of the game, I wished the death and spawn animations were much shorter, so I would be able to jump back into the game sooner. Given the game has deliberate troll traps (mainly to justify the lighting created by death sports), having a quicker respawn would have really helped reduce the frustration of these elements without penalizing the game's pretty challenging difficulty at certain points. Overall, solid package.
For minor nitpicks, I agree with the other people saying the hitboxes were a bit off, and I wish the movement were just a touch faster, both walking and jumping. If you had a little more time, a death sound effect that made me feel bad for killing so many slime girls would have been great.
I also would have picked different images to advertise this game - the title card made me think I was going to be playing a Doom clone, and the screenshots are cropped which gives them a different feel than I got when playing the game.
Overall this is a really impressive entry. Great work by everyone involved!