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Joshua Cartledge

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A member registered Jun 13, 2022 · View creator page →

Creator of

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This was the most well-put together puzzle game that I have played in this jam! Any physics based puzzler will always have a lot of jank and this is no exception, but whoever designed these puzzles has a good understanding of pacing and intuitive design. Wasn't a huge fan of the "throwing balls at targets" mechanic because its really frustrating to miss and have to pick it back up again, especially when that means you have to step off a platform or something, but at least the main mechanic of the game was intuitive and allowed for a good deal of depth in the puzzles. Great job!

Super fun and creative stretching mechanic, but it feels very much designed for controller and is quite difficult to use with mouse and keyboard. I downloaded the Windows build to play (since framerate was pretty bad on the web version), and the checkpoints didn't seem to be working at all, which was a little frustrating. I wasn't able to get very far because of this, but I enjoyed my time with the game anyway!

Wow!!! Super polished, love the minimalist art style and juicy particle effects! There is well thought out risk and reward with the main game mechanic, of needing to increase the size of your hitbox and slowing your speed in order to actually defeat the enemies. The ever-shrinking arena really gets my adrenaline pumping, especially when it started to get real cramped towards the end of my run. Love it, no notes!

Hey, interesting game! Some feedback:
- I wouldn't call this a "puzzle" game, maybe something like a "top-down level-based survival game"? I dunno, its in a kind of in-between genres state that makes it hard to describe.
- For low-res pixel textures (like the ones you used), in Unity you can click on the sprite resource and set its filter mode to "Point" instead of "Bilinear" or whatever the default is, this will make your pixels sprites much crisper and less blurry.
- As for level design, introducing every single mechanic/enemy to the player all at once at the very start is not a great way to teach the player about your game, because it can be overwhelming to remember what everything does. Though, I understand that because of the jam time limit, you likely ran out of time to flesh out the progression of the game. In the full version you could make a few more levels to introduce each enemy type more gradually.
- The wizard dude and the purple rabbit guys were very easy to dodge, and the wizard never seemed to actually hurt my slime, though that could be because I was only ever in its damage radius for a short time.
- The gun turrets were the most challenging obstacles, and they felt satisfying to evade by spawning large hordes of slimes to distract them, so good job on making that feel fun!
- Finally, the fact that you re-possess the largest slime when your current slime dies is actually a pretty cool mechanic that I haven't seen before, so points for creativity there!

Interesting mechanic, but I think it doesn't have much puzzle design depth beyond just making a taller and taller tower each time (though I understand you did this in 24 hours so you didn't have that much time to explore options!) Love the art and sound design though, it really has a nice style to it!

The camera sensitivity is extremely high, making it quite hard to control. Smart idea to make the different sizes have different jump powers though, so you have to select the right size for the right jump gap!

The falling rocks are extremely punishing to be hit by, and its incredibly hard to dodge them when you can barely see them coming. Maybe some sort of way to angle the camera up (or just have a wider FOV) would help make it a little less frustrating?

Addicting and quite difficult! Really well done, especially for a 48 hour submission.

Fun game, and the fact it was made entirely in Pygame is crazy cool!
- It has a clear and coherent minimalist style, from the graphics to the choice of sfx and music. The animations of the blocks flying in at the start of each level is super polished and smooth!!
- It is a good fit for the theme and the main mechanic is creative enough that I haven't seen it anywhere else.
- The reminder text does not do a good enough job of clearly explaining the mechanics. It took me until level 9 to finally figure out what the numbers meant and how to get a higher score. Same thing with the extra circles mechanic, didnt realise it was a thing until level 8. And the fact that circles can't collide with each other was never told to the player, I was very confused as to why my circles were being forced to stop expanding until I realised that fact.
- The ability to skip levels is nice, but I think there should be a reminder for that somewhere on the HUD of each level, as right now the only spot where the player is told that is on a piece of text in level 4 that no-one's gonna read...
Overall a really polished and unique experience, well done!

Really fun rage game! Some notes:
- The interactive UI in the menus is clever, though if I didn't read the description I feel like I would've been a bit lost as to what to do to start the game in the main menu
- Love the stamina mechanic, and how it punishes you for taking the easy route (climbing with just hands)
- Skip level feature is great for a game jam game, nice work (its making me wish I implemented it into my own game haha)
-  Using Godot is always a W
- The minimalist pixel style is impeccable, and the sfx/music fit it perfectly!
- My only criticism is that it can be sometimes quite hard to click on the hands or feet when they are flailing around, causing me to panic and fail. Not sure how you would fix this, it just was a point of frustration.
Great work all around!

While this isn't an original concept and the connection to the theme is somewhat loose, the execution is super polished and it feels really satisfying when you score a "hole in none"!

Thanks for your compliments about the art and mechanics! We considered making it so the player would only pull a single slime block in front of them rather then the whole blob, but in the end we decided on the latter since we though it had more depth for puzzle design and was a better fit for the theme (scaling the whole object rather than a section of it). However, you are right in the fact that this unfortunately led to a sharp difficulty curve, where players sometimes get confused after a few levels. If we fleshed this game out with more levels I think that the main mechanic could be slowly introduced in a more intuitive way. Thanks again for your review!

Teaching the player about mechanics is one of the hardest things to do in puzzle design, and with such a short time to playtest we sometimes have missed the mark with the way we went about that. I hope you still had some fun with the levels you did get to play though!

Thanks! Yeah, we knew the difficulty curve was going to be steep and we didn't have enough time to really flesh out the progression with more levels, but I'm glad you enjoyed the game regardless!

Thanks for playing and rating it! Glad you enjoyed it.

Thanks for your review! We considered making the pulling feature something you can toggle on and off, but making it active all the time actually created some interesting puzzle designs because of that restriction, and helps the player to more easily determine moves that they can't do, narrowing the possibilities and reducing choice paralysis. 

I agree that there should probably be some better tutorial text in Level 6, we didn't have a lot of time for playtesting unfortunately!

(1 edit)

Hi, I'm the programmer for Slime Shaper! Here are my best step counts in each level. Feel free to try beating my record, and post yours in the comments!
(You unlock a step highscore tracker upon beating the game)
Level 1: 7 steps
Level 2: 12 steps
Level 3: 31 steps
Level 4: 48 steps
Level 5: 17 steps
Level 6: 38 steps
Level 7: 44 steps
Level 8: 30 steps
Level 9: 39 steps
Level 10: 40 steps
Level 11: 97 steps
Level 12: 54 steps
Level 13: 51 steps
Level 14: 66 steps
Level 15: 92 steps
Level 16: 79 steps

Good Luck!