Slaymore by Joshua Miller-Pio
Embody a fearless knight who can summon her slain enemies as she delves into a dragon’s den. The core gameplay involves combat, exploration, and summoning defeated enemies.
This was our first entry to LudumDare, so we hope that you'll enjoy playing it as much as we enjoyed making it!
We recommend playing our web version through itch :)
Credits
Artists:
Michaela Esterhuizen
Itch: https://itch.io/profile/mst3r
Instagram: @mster_art
Kayla Molenaar
Itch: https://pixcatt.itch.io/
Instagram: @noemykiki
Caleb Greville Itch: https://itch.io/profile/calebthehat
Sound and Level Design:
Bradley Newton Wicks
Itch: https://coolguybrad.itch.io/
Programmers:
Joshua Miller-Pio
Github: https://github.com/JoshuaMiller-Pio?tab=repositories
Itch: https://joshuamiller-pio.itch.io/
Jordan Zunde
Itch: https://itch.io/profile/junde

| Web Version | https://pixcatt.itch.io/slaymore |
| Original URL | https://ldjam.com/events/ludum-dare/55/slaymore |
Ratings
| Given | 142🗳️ | 329🗨️ |
Overall, this was a good experience however and I was very impressed with the submission :)
https://www.youtube.com/watch?v=Syl0Px8JmgQ
the yip noise when you jump was also a bit distracting :p
I had fun nonetheless, nice entry!
I really like graphic.
Some improvements that I could think of:
- Make summons not colideing with player or add possibbility to recall them, because player could be stuck in between or thay can block passage.
- Add something to differentiate player summons from enemies. Maybe small icon?
- Add coyote time and input buffering to improve player controlls
I also encounter small issue with UI visibility on fullscreen mode with UltraWide monitor.
Overall really solid first entry!
As others have said, jump sound was kinda annoying. Maybe just a bit of pitch shifting so it's not exactly the same every time you jump would help.
The animations didn't work quite a lot, and bullets coming thru the walls from enemies was annoying.
I also noticed that when I got hit, the hearts seemed to come off the health bar at random instead of in a specific order. Not sure if that was intentional or a bug, but it was difficult at a glance to tell how much health I still had.
Also, having to Alt+F4 out of the title screen isn't the most fun.
Still, it was a pretty solid entry and good job!
Honestly as other also said the jumps are a bit annoying and you did't used platform effector for one way platform on soem parts of the levels. Its a bit sloppy but thats totally fine for the fist game :) Art is amazing!
I liked fast movement, and the way you showed the tutorial. Struggled a bit with hitboxes, I think. Met the skeletons and couldn't really attack them with my sword(?) With slime also, my and his collision box... Something just wasn't working that well. I would love more intuitive hitbox, and overall control of the character to be smoother.
Also, it's very easy to just fall a few times and rush into places where maybe you were supposed to go later? Maybe the movement is slightly... *too* fast?
Found a secret room with a bat, but didn't seem like I could do anything here...

Cool concept but not enough juice : Sound when summon, visual effect when kill...
And make the difference between my monsters and the ennemies is difficult because of the exactly same sprite.
```
Uncaught RuntimeError: table index is out of bounds
at Slaymorehtml.wasm.br:0x13a9752
at Slaymorehtml.wasm.br:0x13c7ff5
at Slaymorehtml.wasm.br:0xae8e4f
at Slaymorehtml.wasm.br:0xafa931
at Slaymorehtml.wasm.br:0xaf6ef5
at Slaymorehtml.wasm.br:0xaf748e
at Slaymorehtml.wasm.br:0xb47923
at Slaymorehtml.wasm.br:0xb68fb6
at Slaymorehtml.wasm.br:0x145592e
at invoke_iiii (Slaymorehtml.framework.js.br:10:372553)
at Slaymorehtml.wasm.br:0xb6804b
at Slaymorehtml.wasm.br:0xa38d8
at Slaymorehtml.wasm.br:0x14092cc
at Slaymorehtml.wasm.br:0x13aae73
at Slaymorehtml.wasm.br:0xc42eec
at Slaymorehtml.wasm.br:0xc42f01
at Slaymorehtml.wasm.br:0x139a426
at Slaymorehtml.wasm.br:0x13766f2
at Slaymorehtml.wasm.br:0xc8df1d
at Slaymorehtml.wasm.br:0xc8df91
at Slaymorehtml.wasm.br:0x143a957
at Slaymorehtml.wasm.br:0x145596a
at Slaymorehtml.framework.js.br:10:28077
at _JS_CallAsLongAsNoExceptionsSeen (Slaymorehtml.framework.js.br:10:28092)
at Slaymorehtml.wasm.br:0x1435f0a
at Slaymorehtml.wasm.br:0x145596a
at browserIterationFunc (Slaymorehtml.framework.js.br:10:205510)
at callUserCallback (Slaymorehtml.framework.js.br:10:159132)
at Object.runIter (Slaymorehtml.framework.js.br:10:160372)
at Browser_mainLoop_runner (Slaymorehtml.framework.js.br:10:158668)
```
I hope this stack trace can be useful to you.
The gameplay is interesting, the action combined with the summoning in a great gameplay mechanic in theory. In this game it doesn't really shine, because summons don't always attack or are in the way, resulting in you having to do a lot of the cleanup regardless. Furthermore, dialing down the ice-skating feeling of the controls will probably go a long way with all the comments about not feeling in control of the character.
Very impressive entry, and I can see a lot of potential in this game. I would love to see a full game on this. Congratulations on you all!
The downside is crazy physics. I want to go through levels, kill enemies, enjoy my power, but instead I glide like a rocket.
I also wanted to use the bat to climb onto a higher platform, but you can’t jump from it. It would be great if it was possible
I didn't have to summon anything after the tutorial and made it down to (what I assume) is the final boss dragon thing in a large room. But after I defeated the dragon... nothing happened! I was trapped in the room because I couldn't jump back out and continue exploring. Did I beat it? There wasn't a screen or anything to tell me that I won, I was just stuck in a pit with dinosaur eggs and crystals.
It looks and sounds good, to me it felt like the frame rate was really low - like 20 fps. I played on a 4k display. Didn't have too much trouble with movement, if anything, I really liked that I could zoom around. I didn't *intentionally* speedrun it but it felt like I was...
-The music is nice but perhaps would be good to have a couple of tracks.
-In my case I would have preferred to control the character only from my keyboard, I felt like the mouse buttons were not necessary.
Like I said before really good entry! Good job! Have a great jam!
The music was nice, but the jump and hit sfx were a bit harsh on the ears and needed to be tuned down a bit.
It's quite difficult to control the character. Acceleration and friction need to be a lot greater than now, so the player reaches the maximum speed a lot faster and goes to 0 a lot faster, too. Jump could be finetuned to that as well.
The attack animation was a bit glitchy, especially when jumping, and I think the animation should start without delay when clicking. It was also a bit difficult to get into a position in which I can successfully attack enemies, especially if there were a bit lower than me - my character instantly landed on their heads, etc. I think the player shouldn't be lifted in the air when hit too.
I think the player shouldn't collide with their summons, too, as it was a bit difficult to fight enemies when they're blocked by them.
To sum it up, if you improve the collisions and movement, and make the sfx a bit softer, it'll really enhance the experience of the game.
The platforming was a bit slippery, and I got the impression that my summons weren't keen on following me. I would summon them and they would follow me for a couple of steps and then just stop. Maybe that was by design, but felt counterintuitive. As a result I didn't use their help that much, and the effectiveness of the whole mechanic took a hit.
That said, incredible key art and in-game art style, really loved the look of it. The music is great, and so is the overall idea (on paper). Fun entry, I'd want to experience a more complete/polished version.
But you have something nice here you can expand upon, with nice base graphcis, design, level layout etc.
Solid start, good job!
Love the retro art style with the limited green color palette! It really sets a nice tone and feel to the game especially with the music.
As others have said the combat and summoning need some more love, but it was fun to explore the world you all made.
Things I really appreciated:
- The overall art was stunning, a couple more frames for one or another animation would have been sick!
- General vibe and summon mechanic are really cool and can definitely be build upon even further!
- Music was a tiny bit loud but stuck in my ear frfr :D
Things I feel need some polish:
- My hearts got reduced like this ( F E F E F E ) f=full e=empty and I died even though some of the hearts were still full
- Animation wise I would recommend to make movement not cancel attack animations, sometimes i killed slimes but no attack animation was played
- the speed of movement is in my opinion a tiny bit to fast, really hiting the right spot when to jump can be tricky, at one point I got stuck in a corner and I really had to fight to get out of there haha could be skill isssue though!
Overall sick game, put in a bit more love and polish and I could see this happening on steam a small little plattformer :)
Cheers!
Unfortunately I did not get very far in the web version due to:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: index out of bounds
@https://html-classic.itch.zone/html/10213034/Slaymorehtml/Build/Slaymorehtml.wasm.br:wasm-function[57294]:0x13a9752
I'll try the web version a bit later and see if the problem is fixed :)
I'm having trouble distinguishing between enemies and friends. The music adds a retro vibe and complements the art well. Overall, for three days of work, it's a great result!
Anyway, the art in this game is GORGEOUS. I love the style, the parallax backgrounds, the palette. It just looks amazing. The music is also really good. My primary issue was the platforming controls, they just felt a bit fast and not super responsive. I felt like I held down the key and BAM I was instantly going like 100mph. Not a massive deal, just some minor tuning required to really nail the mechanics in my opinion. Other than that the platforming and combat mechanics were satisfying, and the level design was tight. I liked the little indicators of hidden areas, however I wasn't sure if I actually got anything from finding them or not.
Otherwise a really well made and impressive entry.

And lastly if you REALLY just blitz the game and do a bunch of platforming, you can beat it in about a minute and a half, haha. Not a bad thing, just interesting!
This is a REALLY good first jam, good job y'all!
The palette and subtle parallax effect totally sold me on the game before I even got the chance to fully immerse myself in its mechanics. Compliments the theme extremely well, too :3
i've given it a good score based on games i've seen on an offline ld jam even in my city imo
so... doesnt seem smooth... and the ammount of glitches is insane imo... but this is something i see a lot in
unity\godot\unreal engine games. very good art & mood. imo it's simple but it's catchy idk like it makes you feel something... ideas like killing enemies and summoning them when you are low on hp & for a final boss is ok but it's just there it's too simple & doesn't catch\grip you much because it's not that well thought out.
jumping sucks... i whould maybe give it all 5ves (i've seen it in the top games i think) but... jumping... maybe it's on my end\browser. i like eneven slopes this gives some gothic dark fantasy vibes for some reason for me
level design got something going for it but again it's interesting but doesn't have a punch ...seems sometimes pointless ...but not like daggerfall or arena ...worse ...is i just don't like pointless vast spaces BUT in this genre it's interesting
i played it through one time. sorry. final boss glitched & made 180 turn & started atacking ground... i thought wow in this asthetic... if those glitches... i mean you can implement "glitches" into a this kind of game... maybe even make it a gamplay mechanic like glitch summoned mobs & block something with them or push them trough a wall... it will take mad ammount of work & redrawing & refactor tho... & brain storm... is like i just thought it goes very well with this colors... maybe i've seen something like this\similar in battletoads or dendi\gbc games
you'll probably won't read it cuz my english skills leave room for improvement to say the least... and i mostly point at the flaws imo... but to stress this it's imo, i've played & beat like 30-40 video games, i am more into anime at this point in my life, idk. good luck & may you be fortunate to avoid all pitfalls and eat tasty food, best wishes
yea forgot to say… like unliftable amount of work\content for a single programmer …just making this level & playtesting in ue +100-200 lines of code going to take like 4-5 days for me or more …good atmept at visual narrative
Imo, the gameplay and movement are pretty solid too for a game of this type, albeit just a teensy bit floaty (nothing tweaking a few values can't fix). Maybe consider tinting the friendly minions slightly differently too (I got them confused a few times).
The audio is great. The jumping sound especially is just adorable.
Anyway, lovely game. It's got so much personality and polish. Great work, y'all!