Slime Time
My very first game, getting the wall jump physics was the most difficult part!
Status | Prototype |
Platforms | HTML5 |
Author | NativeArray |
Genre | Platformer |
Made with | Unity |
Tags | 8-Bit, Cute, Retro |
My very first game, getting the wall jump physics was the most difficult part!
Status | Prototype |
Platforms | HTML5 |
Author | NativeArray |
Genre | Platformer |
Made with | Unity |
Tags | 8-Bit, Cute, Retro |
Comments
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Moderately difficult. Died on the stage after the one with the golden jump pads. All those saws. Guess I'm gonna farm lives on the golden jump pad level for an hour. Unless there is a max to lives?
Pretty good start, if you could make it obvious that one needs to slime all the possible floors in order to open the sewer grate, you'll have more people playing the later stages.
Edit: I assume after the white screen, that's all the levels?
Hey wow thank you for your feedback, definitely wasnt expecting people to engage this much. I mainly put it up because my friends artwork was so incredible. But to your question: yes that's all for the little demo. But once I study some more level design I think it'd be a waste of these wonderful assets to not make a more polished set of levels. Any tips for toning down difficulty? I know it's the most common issue for newer level designers
Maybe just some more quality of life to start, like how many lives you have at this moment, how much floor you still have to slime. A checkpoint system would definitely reduce difficulty, could reduce it too much so would need to be placed well.
Also do the disappearing platforms come back after a while? They should just in case one misses a jump but still survives.
It's good. Is this the end?
Thank you very much! And nope, just a prototype as of now, lots of bug fixing and polish required as it was my first game. But I liked it so much that I am planning on coming back to it.