Project Slorgan: The Escape by CodeKoto

Developed by Infinia Entertainment
Stephan (Codekoto) Programmer, Level designer
Emir (Anion-Z) Programmer, Animator, VFX
Timucin (Wolf-Neon) 2D Artist, Sound designer
Developer's highest score: 571
You are Project Slorgan, you've been through gruesome experiments that have changed your once Human body into a sickening slime goop. Pushed passed the boiling point, you have decided 'No more!' and have managed to execute an escape. Making your way up the elevator, you've just got to get through the winding halls of Infinia Labs. Though no escape goes exactly to plan, the alarms have been rung and the facility is set to self destruct. As the fires of destruction chase you, you must do all in your power to escape. Good luck.

Features
An intense game where the player's attention is contantly redirected, all meanwhile the procedural generation of the level will keep the player coming back to try again.
Procedural generation
Intense gameplay keeping players on their toes
Unique concept
Unique movement mechanics
And a dedicated team ;D
Controls
Movement: A and D to move left and right.
Jumping: LEFT CLICK and HOLD to activate the aiming of the jump. By MOVING MOUSE AROUND you can aim the jump. Jump power increases the longer you HOLD within a limit. By RELEASING the BUTTON you will jump to the chosen aimed area.
Heart: You PRESS Q this to generate a heartbeat which is used as fuel for the lungs to produce oxygen. Some time at CRITICAL HEART BEAT leads to death.
Lungs: You PRESS E to produce oxygen, oxygen is then used to produce energy automatically.
Oxygen: This is used as fuel to produce energy
Energy: This is used to fuel any actions taken by the player such as jumping and moving CRITICAL ENERGY LEVEL leads to inability to jump and enormous speed decrease.
Biomass: This is the primary health of Slorgan.

Developer Comments
It has been one hell of an ride making this game. From waking up as early as 4 am to get a headstart in brainstorming concepts and ideas, to staying up as late as 4 am to try and reach the deadline. Working all together in the same physical space day in day out was one of the most beneficial experiences we've had as game developers. It has shown us what working as a team really means and has greatly improved our chemistry as a whole.
There were many moments in this journey filled with explosions of joy from each of us and desperate lows as problems arose. We really did work until the very last seconds of Ludum Dare and have been passionate throughout the whole thing. It has been something we will always cherish forever and we will definitely be doing the next Ludum Dare in the same way we did this one. As a team, and together. I hope everyone of you had just as much of a beneficial experience as we did and we hope to see you all in the next one. We'll be keeping an eye out for those of you that caught our attention this time.
Also make sure to check out our discord server, to stay up to date with our actual games and to keep in touch with us. We're actively on there and would love to see some of you guys hang out there with us!

Contacts
Join our Infinia Entertainment discord server to talk with us and other members.
Discord Server
https://discord.gg/Jd3zBzT

Go to the link provided and download the game to play it!
We are planning to expand on the game in the future, we will add features such as:
* More unique and much better improved procedural generation of the level
* More types of dangers such as aiming turrets,flamethrowers and more!
* More unique ability upgrades that you can pick up in the game that will add to your organs
Tell us in the comments if you would continue playing the game if we continue the development!

Changelog
Some changes had to be made after publishing which are:
[Version 1.0.0.1]
- Fixed Unity bug that would not show the game because of post processing
[Version 1.0.0.2]
- Fixed a bug which caused certain parts of the game to run much faster for people with high fps.
- Fixed a bug which caused the player's jump would endlessly continue if was spammed.
[Version 1.0.0.3]
- Fixed a bug where you got stuck on a slope
- Changed controls according to feedbacks, jump is controlled using mouse and vitality management uses buttons.
- Changed UI colors and organs image is made to make them stand out according to feedbacks
[Version 1.0.0.4]
- Fixed bug with animations
- Spikes have been updated to be more easily seen
- Player does not take damage for some time after hitting a spike
- Heartbeat is a more serious threat now
- Additional VFX added to exaggerate response to user's input
| HTML5 (web) | https://reborninferno.itch.io/project-slorgan |
| Original URL | https://ldjam.com/events/ludum-dare/44/ld-44-placeholder |
Ratings
| Given | 36🗳️ | 29🗨️ |

Very good job!
Thank you for feedback! We are working on controls right now, it will be easier to start off and also we will decrease the general difficulty.
Btw my personal score is only 524, and I played the game like 100+ times xD
Yeah i agree on the difficulty part, more balancing and tweaking is deffinetly needed,
It's hard for us developers of the game to really understand the balance sometimes, because as you know we played all the different versions of the game and it confuses sometimes.
But I hope you can enjoy the game more after we properly balance it later on :smile:
@falsebracket I am glad you liked the art ;D, our artist worked hard on it, and yeah spikes definetly need some more work, in fact were just changing their look of it!
Controls might change a bit as well to make it more appropriate, thanks for playing though :smile:
@black-flag Thanks we all tried the art and effects to work well together, i am happy to hear that it looks good. Procedural generation took some time and frustration but eventually i managed to pull it off. Some more variation is needed though :V
@alex-kpojb We sort of inclined on a more challenging gameplay :P The warning messages actually were pretty fun to make, good thing some of us speak Russian, so we were able to translate it more appropriately.
We all love your feedback and we will make sure to make the game even better :D Also post your highscore, let's see who get's the highest :smirk:
(Also for balancing reasons)
Just a reminder, the game is out, we need the most feedback we can get right now and yours would be of a great help!
Will definitely giving feedback once I've tried it!
Thank you for feedback! We were focused on fixing the bugs and couldnt rate much other games,
Personally I think its not ready for Steam yet but your comment and any other feedback is precious to us and increases dedication to continue working!
Thank you so much for your feedback, it really means a lot to us. Jumping will be remastered soon to give a greater feel and easiness to the process and better control to the player, we will also increase difficulty curve but decrease the general difficulty for a funner gameplay.
Antispamming is in progress to add more meaning to heart and lungs buttons.
It's definitely require a little multi-tasking skills, kinda remind me of Manual Samual. The platforming is really tight, sometimes it feels like there is no way to get around the traps without getting hurt (or maybe it's just I'm suck).
The buttons indeed need some changes, we are working on an antispam so that you can't just always press them. And we are actually thinking of making those bars more meaningful.
I also like your shield suggestion, We didn't think of that, but yeah We might add some upgrades or pick-ups that you can get in the game.
Thank you again for playing, it means so much to us :D
@guillaume-gomez Thanks! Our VFX guy did a great job and I'm glad you liked my art!
@attala Thank you! Glad it seemed polished, took a lot of hard work from all of us! The difficulty is the best part of course (and somewhat the worst xD)
My best score was 280 XD
Here is my gameplay video from the other day: [Project Slorgan: The Escape by Infinia Entertainment](https://www.twitch.tv/videos/420803795)
The graphics in this game are pretty awesome. It really sets a good mood with the lighting. The character blob looks properly bouncy and slimy, right down to the impact particles. The wall of doom and game mover screen are both really well done as well. The spikes can be hard to see under some conditions. Perhaps they need to be brightened.
The music floats well with the pace of the game. It doesn't get annoying after many rounds of play, and adds a little tension. The sound effects are quite good as well. I especially like that you put in audio and visual queues for when the heartbeat and oxygen gauge get low.
I can't really think of a whole lot of things to criticize about this game. Maybe a few of the high and middle road passages are a bit too tight a squeeze for good character movement, but in general avoiding places like that when racing forward is probably healthy for the game flow.
It's a tough game, but the good kind of tough. This game makes you want to try for a better result right after you die. After many slime monster men died in order for me to get the hang of it, I scored a 541.
Good job on this one folks!
We tried hard to make all these things to work together well and give visual and sound response to user. As you said we agree that the passage is restricting the players movement and it was completely proven once we built a simple open level for ourselfs but with current proc generation its hard to implement, most likely we will change to level-based system like in Geometry dash in future and this will be infinite mode.
The game was meant to be tough, maybe not as much as now but dying many times is expected :D
541 is a pretty high score well done on that, even for us its no easy task, shows that you tried a lot.
Sorry if the controls took some time to use to, we are working on that.
Thanks once again!
Edit: Im grateful you put time into your comment and provided quality feedback for us
The controls weren't really awkward in any way. Just the more you play it the more second nature it becomes to manage the resources. That's what I meant by getting into the swing of it.
Wall jumping sounds great. I can imagine some verticality to the level design in a game like this.