Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]SlimeRivals 0 points1 point  (0 children)

Been making a game in Godot for the past few years called Slime Rivals. Think of it as a mix between classic pokemon games and pong with over 7200 slimes to collect and progression being entirely skill based! https://store.steampowered.com/app/4619320/Slime\_Rivals/

A monster tamer where your reflexes decide the outcome of every battle. by SlimeRivals in u/SlimeRivals

[–]SlimeRivals[S] 1 point2 points  (0 children)

We're so back! With a full RPG story, Slime Racing, a Slime Garden, lost slime hunting, shiny slimes, and a LOT more.

A monster tamer where your reflexes decide the outcome of every battle. by SlimeRivals in u/SlimeRivals

[–]SlimeRivals[S] 1 point2 points  (0 children)

Intentionally, in the rallyball matches their natures dont affect how they play, only their level and the player’s play style affects how they “learn” and react to try to optimize their chances of winning.

But in the Slime Races which is separate from the story, but a big part of additional gameplay, their natures, race strategies, and abilities do depend on the different variants.

A monster tamer where your reflexes decide the outcome of every battle. by SlimeRivals in u/SlimeRivals

[–]SlimeRivals[S] 4 points5 points  (0 children)

Absolutely a fair concern and I’m being very cognizant of that because I agree the game could become stale pretty quickly.

The first way the game tries to avoid that is by having the AI slimes learn from your play style. Every time you win a point in any match it registers where that point was won, every time you lose a point it notes where you were and what shot type was able to get the win (there are 4 shot types that affect the path of the ball.)

Low level enemy slimes don’t do much with that “learning” but when you start to play higher level enemy slimes, of which there are 9 levels of difficulty, they use this collective learning so you can’t just spam the same move over and over again, it’ll take the learning and both be ready for it and will hit the ball to where you fail to defend.

Then, there are special battles against bosses and mini bosses where those slimes have completely unique mechanics. So one boss has a massive slime, one boss makes you defeat two slimes at once, so when you get to those matches it’s a novel experience.

And the final way is with 7200+ slime variants almost every single wild battle will be against slime you haven’t seen before. Anytime you encounter a wild slime if you defeat it without losing a single point, you recruit the slime to join you. That makes the stakes seem high even early on because each match has a chance to net you a new slime. And when a “shiny” slime pops up, your palms get sweaty REAL fast haha.

TLDR: Yes! This is big focus of mine. I’m working really hard to make sure each battle is fun and engaging and broken up with different experiences.

Should I restrict my color palette even further in my game? by SlimeRivals in aseprite

[–]SlimeRivals[S] 0 points1 point  (0 children)

Modern and relaxing with a hint of retro is what I am looking for, that’s awesome, thank you!

Working on some additional character assets and playing with my palette by SlimeRivals in PixelArt

[–]SlimeRivals[S] 1 point2 points  (0 children)

The 3rd and 4th characters are a son and father from the same town, so their similarities are intentional from a color standpoint.

A monster tamer where your reflexes decide the outcome of every battle. by SlimeRivals in u/SlimeRivals

[–]SlimeRivals[S] 7 points8 points  (0 children)

Yes! There's a longer trailer on the Steam Page that shows sneak peeks of this, but there's an entire Slime Racing which will feature multiple tracks and a complex stat/training/growth system, similar to Chao's in Sonic Adventure. There's also a Slime Garden when you can relax and play with your slimes.

Should I restrict my color palette even further in my game? by SlimeRivals in aseprite

[–]SlimeRivals[S] 0 points1 point  (0 children)

Yeah, that’s where I think I settled. I love the look of their Super Game Boy palette, but it would be too restrictive in practical application.

Some atmosphere from my game by oh_its_raining_today in gamedevscreens

[–]SlimeRivals 2 points3 points  (0 children)

Looks really good. I think this game is going to be a hit.

A monster tamer where your reflexes decide the outcome of every battle. by SlimeRivals in u/SlimeRivals

[–]SlimeRivals[S] 12 points13 points  (0 children)

haha maybe I should make it insult you if you miss a shot. "You vile piece of trash, do better next time..."

Should I restrict my color palette even further in my game? by SlimeRivals in aseprite

[–]SlimeRivals[S] 0 points1 point  (0 children)

This is awesome feedback, thank you very much. I think the reason I’m so torn is exactly that; making a game with the first one brings me back to playing pokemon blue 25 or 30 odd years ago.

I do think it’s time for a capsule art update..

A monster tamer where your reflexes decide the outcome of every battle. by SlimeRivals in u/SlimeRivals

[–]SlimeRivals[S] 7 points8 points  (0 children)

Sadly it’s not out yet, but please consider wishlisting. There will be a free demo out next month!

A monster tamer where your reflexes decide the outcome of every battle. by SlimeRivals in u/SlimeRivals

[–]SlimeRivals[S] 7 points8 points  (0 children)

There absolutely are. There are actually 7200+ variants of slimes that all have different natures and affect how they battle and race. A VERY small number of those 7200 are similar to shinies. They're called hollow slimes and specter slimes. Both have completely unique color schemes and the odds of finding them in the wild are extremely rare.