Slimes Flash Bolted
Intro :
Hello ! This is my entry for the Untitled Game Jam #132, the theme for this jam was "Guns and Rabbits" !
You control a rabbit that must protect its carrot garden from a slime invasion ! Use your gun and upgrade your arsenal between each wave !
Controls :
A/D : rotate the character on the circle
Mouse : Aim
Left Click : Shoot
P/Escape : Pause
Stats explaination :
Health : Health reduces when you touch a slime, and you can heal with the healing potions
Damage : Damage you deal to the enemies when shooting
Shootrate : Time before you can shoot again after shooting
Speed : The speed of rotation of your character around the circle
Point mult : Multiplication applied to the scoring system when you kill a slime
Guns : The number of guns you control
Credits :
Gameplay and programming : Clement PY
Visuals, Ui, Musics and font from https://craftpix.net/
Sounds:
- Hurt sound : https://freesound.org/people/cabled_mess/sounds/350927/
- End wave sound : https://freesound.org/people/1bob/sounds/717771/
- Gun sound : https://freesound.org/people/TheNikonProductions/sounds/337699/
- Grass walk sound : https://freesound.org/people/guillermochicasonido/sounds/688240/
| Updated | 2 days ago |
| Published | 4 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Author | clemicle |
| Genre | Action |
| Tags | Arcade, Top down shooter |
| Content | No generative AI was used |




Comments
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I like the route-lite concept, it feels satisfying clearing multiple enemies at once.
UI is informative, Even have an ingametutorial.
I do find that running in a circle is a bit redundant. Having player roam freely within the circle could also suffice (might even be funny if the rabbit could hop around).
In general, great work! Don't know what the duck saying "Coin!" means something though 🤔
Thanks for the feedback ! Happy that you enjoyed the game ^^
For the movement I was inspired by Super Hexagon, but I understand the frustartion that can occur, it was the first time I've done a kinda arcady game and the circle idea was here since the begining so I decided to keep it.
In french, "Coin" is the word we use for the sound of ducks, and it's also the french word for "corner", and we found it fun to place the duck in the corner of the screen xD
Wow! That's a really clever double entendre, ngl :D
So far so good!
Je suis globalement d'accord avec Dylan_Bee :)
Les effets visuels ++ quand on touche les ennemis sont pas nécessaires mais peuvent en effet être un plus. Pas sûr que ça vaille le coût de l'investissement !
Quand le rythme des tirs est lent, cliquer répétitivement c'est ok, quand c'est plus rapide ça peut vite poser problème.
Je suis peut-être pas bon mais j'ai du mal à protéger mon centre au final :) je suis d'accord qu'une tourelle ou des mines ça peut-être intéressant (je pense notamment à la première vague avec des ennemis à 1PV)
Une bonne expérience !
(Comment on the WIP version)
The game is coming along well so far. Here are my initial thoughts.
I like being able to position the player to hit multiple enemies with one shot.
I would like to see more visual feedback when damaging enemies. Maybe the screen should only shake when you actually hit an enemy? Maybe the enemy could flash or have particle effects when they get hit.
I'd prefer to be able to hold the button to shoot rather than having to repeatedly press it.
With the rate of enemy spawns, it can be difficult to keep the enemies from reaching the center. I would like to see more options for dealing with enemies if you are able to add something like that before the deadline. As an example, being able to buy and place a turret or placing mines to help deal with the larger waves. Or maybe simply adjusting the spawn rate of those waves.
I look forward to see how the game develops after submission.