SlimeBall by DanGengar
You are a test subject in a laboratory.
Your goal is to throw in the basket all 7 cute tiny creatures(slimes), if you miss one you will have to restart
(Button is on the wall near to fence)
Also you should remember that every slime
have their own weight.
Controls:
WASD - Move
C - Crouch
Shift - Sprint
RMB(Hold) - Zoom
LMB(Hold) - Throw
E - Pick up objects and slimes
Credits:
Bumbac Dimitrii - Game Design & Art Design & Level Design
Dancuta Dan - Game Design & Coding
Simboteanu Alexandru - Level Design & Asset Managing
Gaina Constantin - Audio Technician
Breaban Bogdan - Testing & BugFixing
Sontea Marius - Testing
Assets Used:
Low Poly Household Items Pack by LowPolyAssets - [https://lowpolyassets.itch.io/low-poly-household-item-pack]
Trash Bin - [https://assetstore.unity.com/packages/3d/props/furniture/trash-bin-96670]
8bittownthemesong - [https://pixabay.com/sound-effects/8bittownthemesong-59266/]
clock tick - [https://pixabay.com/sound-effects/clock-tick-76039/]
Kawaii Slimes - [https://assetstore.unity.com/packages/3d/characters/creatures/kawaii-slimes-221172]
Air Conditioner ambience_01.wav by ceberation - [https://freesound.org/people/ceberation/sounds/235509/]
Tools Used:
Blender
Fmod
| Link | https://eliasthegengar.itch.io/ldjam56-slimeball |
| Original URL | https://ldjam.com/events/ludum-dare/56/slimeball |
Ratings
| Overall | 585th | 3.5⭐ | 25🧑⚖️ |
| Fun | 811th | 3.065⭐ | 25🧑⚖️ |
| Innovation | 600th | 3.239⭐ | 25🧑⚖️ |
| Theme | 756th | 3.391⭐ | 25🧑⚖️ |
| Humor | 627th | 2.891⭐ | 25🧑⚖️ |
| Mood | 616th | 3.435⭐ | 25🧑⚖️ |
| Given | 31🗳️ | 24🗨️ |

I didn't took the maze part as a punishment, I saw it as a "statue" game (aka. "red light green light", "grandma's footstep", and many others names depending of your country), but after a failed first try I kept it as last one…
Those slimes are so cute, I don't want to throw them but to pet them instead.
Well done!

This room is specially interesting, as you have to use the mechanics to get through, but throwing them at the basket seems shallow to me.
The inputs worked, I would add a mouse sensitivity setting.
Also, is visually cohesive, great job putting all the assets together!
I didn't really enjoy the gameplay too much. You don't really know how heavy a slime is until you throw it, so for some slimes you're going to have to take a gamble which end with all your progress so far being deleted. That to me isn't really a fun kind of challenge, because it means I'm going to have to keep doing the same things over and over for reasons outside of my control.
All the other parts make up for it though, so this still deserves a good rating in my eyes!
Unfortunately, the gameplay was lacking a bit. Throwing the slimes is fun, and the weight mechanic is a unique idea, but there's no way to determine how heavy a slime is before you throw it. This is okay and adds a bit of challenge but missing a slime through is far too punishing, requiring the player to restart the entire level. In my opinion it'd be a lot better if the slime respawned so while the player is punished for missing a throw by needing to go and grab that slime again, it avoids the player feeling punished and having to restart the level for something that was entirely out of their own control. Similarly I felt that the mouse sensitivity was fairly high, and with a game where aiming is a fairly core mechanic it would've really been nice to have a sensitivity slider, but I completely understand not having time to implement one.
The maze room is also pretty poorly designed imo. I understand what you were going for and trying to add a challenge, but it feels like it was thrown in just to add an additional challenge for the player, and is a bit too challenging. When the player first enters this room all they see is a slime at the end of a maze they can barely see, with the light flickering, and when the light is off its essentially impossible to progress as the player can't see the maze at all. The room itself is fine as a concept but two things I think would have made it better if the maze had slightly more contrast with the floor, as right now even with the light the maze is still only barely visible, and if the maze was still at least somewhat visible even when the light is dark. This would allow the player to choose between if they wish to take the longer but safer route by only going in the light, or taking the faster riskier route by travelling in the dark.
There's a very solid concept here, and this game could absolutely work as an exploration puzzle game, and it has a very solid atmosphere, but it definitely needs a little bit of work to be truly great!