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Slime Adventures – Devlog

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Slime Adventures – Devlog

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Title: Slime Adventures – Weekly Update 11/20

Slime Adventures is a rogue-like platform game.

Smile is a slime who is curious about the sky. One day, it gets a chance to reach the sky by jumping higher and higher through platforms. What adventures await ahead?

What’s New?

Quick rundown for the new things in Slime Adventures:

  • Adjust the big boons and level up:
    Reduce the frequency to level up and get big boons.
    Display the level of the big boons that can be upgraded.
    Add a new big boon that enables Smile to stomp to the ground and summon lightning to attack enemies.
    Fix the pause/resume mechanism when displaying/hiding the level-up panel.
    Wait for Smile to reach the ground before displaying the level-up panel.
    Adjust the damage of some skills.
  • Adjust the level design:
    More room types are added.
    More platform types are added.
    Enemies are able to attack Smile.
    Make the boss fight harder, including adding attack ways, adding a new phase, and making it behave smarter.
    Changes in UI and visualizations:
    Move the score to make it more readable and prevalent.
    Fix the vertical parallax of the background.
    Add a vertical UI indicator showing the Smile how far they are till getting to the boss room and when they will get upgrades.
    Change the color of Smile when attacking and getting hit.
    Add visualizations of cooldown for abilities.
  • Adjustments in small boons:
    Change smaller boons to be more visually clear and assign each type of upgrade to a color.
    Remove the small boon in jump height to avoid jumping too high.
    Fix the issue that sometimes two small boons are dropped.
  • Other changes:
    Fix the collider issue on the tilemap that causes Smile to get stuck when moving.
    Make better barriers for enemies so they cannot leave the barrier.
    Stop enemy health from going to negative.
    Add a short invincible time after the shield is broken to prevent the shield to not always blocking damage from enemies.
    A start scene is added, as well as a panel showing how to play.
    Display the final score after the player’s death.

What’s the Motivation?

Besides bug fixes, most of the changes in this version are aimed at making the game harder and more interesting since we have collected feedback saying that the player is getting stronger too fast and the enemies are too weak. We also try to optimize the visualizations to bring a better user experience.

What’s Next?

For the next iteration, we’re planning to:

Add more enemy types
Enhance player guidance
Replace the small boons with a shop system, where players can buy the small boons with the coins dropped by the enemies (we are going to collect feedback on this idea to decide whether or not to do that)
Add more sound effects
Make the death scene more juicy
Collect tons more feedback from playtesters and the community

Game Builds and Links:
https://drive.google.com/drive/folders/1nYVvL9z81e7iu-y5ELTD6IwQ8XctotpH?usp=sharing

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