WASD - Move
Space - Jump
E - Forward Dash
Left Mouse Button - Shoot
How to Play:
Collect the snowflakes to build your meter. Every quarter of the way, you’ll unlock a new ability. Use these to escape the oncoming Snowplow, and eventually defeat it.
Gain the increased speed ability as early as possible. You won’t survive without it!
Use the dash as a last minute escape during tight situations
The Snowplow can only be damaged by ice-balls!
Developers Note:
Had a lot of fun with this, but a last-minute game breaking bug left me with no choice but to gut many of the things I would have liked to have included in this. Oh well, there’s always another jam! Also, this has given me great insite as to how I’ve been using my time, and how to better organize my future projects.
Known Issues:
No menu (again), so be ready to play. Luckily, it’s a slow start.
Do not move your mouse if you don’t have to. I minor mistake of mine can turn into a huge headache, if the orientation gets thrown off. You can recover, but it’s a pain.
Stand-In pieces EVERYWHERE. Tons of placeholders. Ran out of time for the art aspects.
Needed to give notice that I wasn’t really able to get enough done in time for the submission. Had an unplanned day trip that took me away all of today. Perhaps if I’d had a few more hours. (Currently I just have a single tutorial level that takes 5 seconds to complete and it keeps looping back to that one. Don’t really have enough time to get the rest of it sorted out and really develop the idea more, sadly). It was a good experience though.
The idea was the “Chromeball Effect”. Solve puzzles by shooting a projectile between cannons in a top-down 2D gameworld. There are colored bubbles in between cannons and you add the color of any intercepted bubbles to the cumulative color of your projectile. Can swap in real-time between “additive” and “subtractive” state that influences the way accumulated colors affect your overall color. The goal is to ensure you end up at the proper color at the end of each level when you reach the “goal” object that is shaped like a star and has a target color to become by the end.
In ‘Slime It!’ you are Bloo, a little slime that seeks to swallow everything on its way and become the biggest monster ever!
Careful with what you try to absorb. Bloo can only swallow what is smaller than him. Start small and go giant!
But being a jelly monster isn’t that easy. The more Bloo slides through the world, the more it loses size. If he gets too small the game will be over. Be smart!
CONTROLS
W - Forward
A - Turn Camera Left
S - Backward
D - Turn Camera Right
Space Bar - Start
AFTER SEEING PLAYING IT IN HIS TWITCH, I REALIZED I MADE A BLOCK OF CODE UNDER ‘EVENT TICK’ WITHOUT TAKING THE DELTA SECONDS IN CONSIDERATION, SO THOSE OF YOU WITH FASTERS PCs THAN MINE, MIGHT NEED TO CHEAT CHANGING YOUR FPS
DEVELOPER COMMENTS
It was an intense weekend. I started late but I managed to get it working (This little no-no took some hours) and had fun learning some things. My graduation was this saturday so I had a rest day from everything with viewports. Hope you like this one. This is only a simple concept of the game I had in mind. It doesn’t has a win condition (but it has a lose condition), so you can slide through the map until you fade out. I have no knowledge in 3D Art, so I’m planning to get more help with the vast 3D models variety I want in the game, and create a larger mobile version, with villages, villagers, swords, rocks, animals, and all kinds of “foods”. Thanks for reading and playing it!
Team Name: Neuronic
Members: 1 (Andrew Szymczak)
Game Name: Jelly Hunt Download Link
Comments
Slink around and swallow the green donuts while avoiding the red ones (you can only eat donuts smaller than you). You can slink up a vertical wall by successive jumping. Turning on god mode allows you to change the jelly-mass arbitrarily. Movement works for the entire range of jelly-mass, from 1 to 10000 (a few pixels to nearly the whole map). I didn’t get as much done as I wanted to… I don’t know if you can even call it a game since there is no win condition ¯_(ツ)_/¯ though I think the movement is fun in and of itself. Let’s just agree that you win by clearing the map of all structures. I was in a mad rush at the end of the jam. Hence the simple buildings and dumb falling donuts… and the lack of sound… and no hud… and no multiplayer… Alright, the game might be complete garbage, but I did have one major success, namely in making the jelly monster. I’ve been meaning to make an amorphous looking material effect for a long time, and I’m glad I decided to go for it this weekend. Anyways, this was my first jam and I had a helluva good time. Next month I’ll be ready. Have fun playing!