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Slime-Handed Gold

fonsecap Blog

Welcome to our latest game devlog! We are thrilled to announce that we've been working hard to prepare a slew of fixes and improvements for the game release, and we can't wait to share them with you! One of the most exciting new features we've added is our very own par system! Just like golf balls, now you can try to complete levels with as few jumps as possible. So don't just settle for passing the levels - aim for the perfect score and see if you can get through the shelf with fewer jumps! But that's not all! We've also added more juice to the game to create a truly immersive experience. With new audio and visual effects, you'll feel even more drawn into the game's world. And we've even added a brand new end screen, still in the comic style you love! We've also heard your feedback and improved the guidance in the levels. Now, it's easier than ever to learn how to use the different mechanisms and find your way through each level. You won't get lost anymore! And of course, we've been busy fixing bugs too. We've squashed a bug that caused assets to not fade correctly when blocking the sight, and we've also fixed an issue where players weren't splatted during long jumps that should have splatted them. Plus, we've tackled the bug that caused slime to be charged when players tried to pause the game.

The final copy of the game will release tomorrow by 7pm!

SpottedPortals 1

Slime-Handed Beta

fonsecap Blog

Greetings, fellow gamers! We're thrilled to announce the latest update from our dedicated development team. Our team has been working tirelessly to bring you a range of new features, gameplay tweaks, and bug fixes! So, let's dive in and see what's new!

The most exciting addition to the game is the introduction of Portals, which allow you to teleport between different areas of the game world. Levels 3, 4, and 5 have been added, with level 3 introducing the new portals. In level 4, you will practice all your abilities, and in level 5, you'll face the evil wizard who turned you into a slime. Better hurry, or you'll get caught!

We've also made some great tweaks to the game mechanics to make your experience even better. Manual camera movements have been centered at the player, making them much easier to control. You are always in aiming mode when you are able to launch the slime and you can use WASD to rotate the camera around the player. We've also disabled camera controls during cut scenes and made many aesthetic improvements.

The motivation behind these changes was feedback from playtesters who found the camera controls confusing. We listened and made sure the camera now correctly follows the player after launching.

Our development team is currently optimizing the new levels, tweaking game controls to ensure they are smooth and intuitive, and working on an end-of-the-game comic to let you see the end of your adventure story! We hope you enjoy the new features and updates as much as we enjoyed creating them.
A Scary Observer

Portals

Slime-Handed Alpha

fonsecap Blog

This week, we have made several changes to our game, including better aesthetics, giving the player camera control, adding a trajectory line, and added UI elements. We also made changes to the main mechanism so that players move in the direction of the mouse instead of the opposite. We were motivated to make these changes to improve the player's experience and give them more control over movement.We added more types of obstacles to the game and changed the way boundaries work, so that only specific areas result in the player restarting the level. This change was made based on feedback from our graders. These changes should help make the game more challenging and rewarding for players.


Moving forward, we plan to replace the ball player with a slime model with soft body movement and create new levels with new types of obstacles. We will also continue to build on the mechanisms introduced in previous levels and create a satisfying end scene to reward the player for completing the game.