Hmm, I think it'd look a bit better if the slime dripping from the skulls jaw (Boss Health bar) rescinded when their health dropped bellow that point. Since there's no longer slime there. Regardless, it looks very cool, all of it. Keep up the good work
Maybe you could add a battle sequence in the boat up to the king slime boss with a boat you could steer and a functional gun. As well as this you could add another type of slime specifically for this stage that would duck in and out of the water like a scuba slime. Also you could add little islands with trees and thing that would have sniper slimes In them that you would have to dodge with you boat. Another idea is you could have your pet slime jump into the water and pop up attacking enemies. The difficulty wouldn’t change depending on what day you were up to as it would almost be a test to see if you were ready to fight king slime. Not sure if this idea exactly fits the vibe since it is mainly just a transition cutscene but still think it would be pretty cool.
LOL wasn't expecting my slime to be added, thank you very much! I can't wait to play the game once it's finished, this has to be my favorite devlog to follow. The way you interact with the community is really cool and your work is awesome!
4:50 Love the idea, but I do wish that it was a bit more obvious which slime it healed. Edit: also 7:50 I think that the three phases could just be the ring shrinking. Edit 2: Also, just to get the elephant out of the room, why doesn't the boarder for the player stretch to it's feet?
Yeah, prob need to add some more visual clarity there. Also I could do definetely add phases, but maybe the excuse could just be that the ghost is "dead" and can't grow. Idk, I just don't really feel like doing the work to be honest lol. And finally, I've tried adding the white under the player's feet, but it just looks really weird imo.
Nice devlog! The new enemies looks good so far! What about making that when the ghost slime get to the next stage, the circle around him will get bigger but also he will spawns bullets faster.
One thing I would add is a music slime, basically it is like a projectile slime, but has 4 different attackas, it can throw a boom box down that will heal smiles nearby, after 10 seconds the boom box explodes, second attack is the slime blasting an aura of projectiles out, third attack is that the slime will aim its boom box at the player, and will continually fire at the player, any sounds hit by these projectiles are healed, and the fourth attack is that the slime pulls out a mic, and screeches into it, if the player is nearby they will drop all their smiles in their backpack (forgot name) and take damage.
All of this look awesome. I personally would love to see some of your other boss ideas. I think it's just me, but those are my personal favorite parts of all games.
I just thought of a interesting idea for a slime. It also may be slightly inspired by a Crystal Slime from Slime Rancher. The original idea for the slime was one that shot out 4 spikes when it was killed. Those spikes could hurt the player, but also trigger others of the same type to explode as well. I then thought about the Crystal Slime and changed my idea. It still shoots out 4 spikes when killed, but instead of jumping, it rolls towards the player. As it rolls, it leaves behind spike piles. Those spike piles would stay there for about 3 seconds or until the slime dashes again. The second stage could shoot out 6 spikes and the piles don't go away until the end of the next roll. The third stage could shoot out 8 spikes and the piles wouldn't disappear until the end of the third roll.
A cool slime idea is one that has a wall floating around it blocking or maybe reflecting attacks, and each phase it gets bigger and gets another wall at around it. This would add to difficulty and make it to that the player has to properly aim or the players attacks will get launched back at them. This idea is kind of like the Bat slime and Aura slime combined. I simply call it a Wall slime. You could probably come up with a better name.
I think all the changes made in this video are great. The game is really starting to look better and better. Some minor stuff I noticed though: - The boss health bar doesn't stand out enough when over a background of the same color in my opinion. (like at 0:35). I think giving it a slightly bigger outline or something similar would fix that, but I guess you have to try out how that looks. - I love the idea of the math/bomb enemy but I think it would be even better if it actually threw small bombs that had the timer in the center of them as it gives more clarity to the player that there would be an explosion. Also it would give you a bit of freedom to animate the explosion a bit better. Maybe even add a lint that "burns down" depending on how much of the percentage of the timer has ticked down. - And, as others have mentioned, I think you would benefit more on clarity on both the buff and the heal slime. As a first time player, I don't think you would notice which unit gets healed or that the buff of the slimes originates from the buff slime. Something like a small glow that starts on the buffing/healing slime and then transfers over to the healed/buffed slime to connect them to each other would help here in my opinion. Anyways, great progress and I'm looking forward to seeing the next bit of the journey
Suggestions: The dice should pick a number based on a real slime. Since the movement is random it will be balanced the same way, but be somewhat predictable for smart players. The nerdy slime should sometimes make miscalculations. When he miscalculates, the bombs will cause healing. By doing so, the players can pay attention to the math problems to gain a bit of health every now and then.
Wow these slimes are awesome, Will you be adding any more bosses, sense there are 5 days? If so I have some ideas for new slimes and bosses, 1: Mini Mech Slime, This slime will act like the slime mech boss but tiny. 2: Reflection slime, This will kinda be like a revenge of the old slime pet design, it would use the old slime pet design and be Like a Upgraded slime pet making it faster and more aggressive because he was cut from the game. 3: Imposter Slime, No not when the imposter is sus, but a copy of the player looking like the player ( Maybe with inverted colors and no legs) would use the same moves as you do (Maybe it could be a miniboss or something.) 1B (B=Boss): Scientist slime, I love the idea of the nerd slime, so what if we use the idea of the slime and make it use science stuff. It could throw explosive potions, Make puddles and electrocute them, affect floor tiles and make them float (Making it a hazard you can fall in), and Shoot sonic waves out of his mouth. I love the look and enjoy watching the devlogs of this game and can't wait to try it out. These are just ideas though, and what is everyone else thinking of the slimes?
I love all the enemies but I have a few suggestions for some tweaks. 1st of all the nerd and dice slimes are rng enemies, you either get lucky or unlucky with each attack. A way this could be balanced with the dice slime is by making the projectiles larger and more precise the lower the numbers get. With the nerd slime, you could make the answer to the equation also be the number that counts down to detonation. Obviously this makes it hard if you have it count down in seconds so maybe make it a shorter increment, see what works best. You can just make it count down even faster for each stage instead of it being a smaller number. So now when it fires a bunch it takes a bit to go off and when its 1 or 2 you have to act quickly. 2nd, I think the ghost enemy should have a lot slower projectiles or maybe make them slow down as they go. Also some ideas for a 2nd stage could be to have a smaller radius and the ghost to have a smaller hitbox (idk it's a ghost) 3rd, for baseball slime stages you could make it have different interactions with the bullet, I came up with 4: stage 1 destroys the bullet. Stage 2 incorporates the trigonometry you were joking about and has semi-realistic physics of bouncing off the bat. Stage 3 has it do the 180 bounce. Stage 4 has it go halfway between the directions of 2 and 3 but hits curveballs which curve toward the player. Also if it could swing the bat at the player if you get too close that'd be cool 4th and lastly, if you could make the healer and bard have ai that stops them from trying to buff each other(bard and bard, healer and healer, bard and healer) just so they focus on the enemies that do damage. Secondly for this one maybe make it so the bard and healer work together in different ways based off of what stage they're both on: 1 & 1 and 1 & 2 pairings will make sure to never both buff the same enemy together, 2 & 2 and 1 & 3 pairings won't plan/care, 2 & 3 and 3 & 3 pairings will both help the same enemy at once. Also this suggestion is about when the bard and healer are in the same room together. Ok that's all I think, love your content!
Thoughts + feedback: That miner slime's swing is incredibly weak and doesn't have any force to it. it feels more like a miner slime that doesn't want to be a miner slime. The ghostly slime's border area looks really weird when overlapping the level, maybe make it collide with the level borders? I think that would looks really cool. Last thing, the teleporting animations needs some bounciness to it. Maybe make him jump into the puddle with a little splash? That's all my input I have here. Amazing work on the game so far!!
I think it woud be a nice touch if the die slime would be accurate to a normal die, where opposite sides add up to 7, and when it rolls in a direction, it actually gets the number that should be there
Is there a way I could look at the code for the most basic enemy? I'm making a game similar to this, top down 2d, but my enemy's won't move to the player in or if they do the further you are the faster they move.
I have an idea for the ghost slime's stages: Stage 1 is just how it is right now but shoots less projectiles Stage 2 is it's current state (except the slime is probably bigger) Stage 3 adds another shield surrounding the original one (basically it blocks more bullets while not making it more vulnerable) and the shield reflects bullets
It'd be cool if the boss health bar drained from both sides on damage until it disappeared, then the skull bites down and have a defeated animation like an explosion or just X-eyed and cracked
These are really cool but i feel like it would be more natural for the nerd slime to fire his shots right after doing the equation without the jump in between Also the baseball slime (although it's fine as it is) would probably be better if it just randomly made the bat swing, serving as an attack and also reflecting bullets while doing it more often (and with a bigger size) as he grows. Would be funny if it also knocked you back a lot when you got hit by it (maybe also make a "ball slime" who just rolls around and gets sent flying by the baseball slime) But really I'm nitpicking here, these guys look really cool and the game seems to be looking cool too
For the nerd slime, not sure if this is clear, but he jumps, lands, does the math equation, shoots the bombs, and repeats. Also, for the baseball slime, I think I'm going to keep it as is, as I think just randomly swinging would look weird, and this way the player would have to switch to a weapon with a high fire rate to defeat it.
@@BenBonk ok i just thought that i saw the nerd slime do the equation, jump and only then attack, i just got it wrong Although i would like the slime to show the equation first and then shoot bombs, because it seems like the bombs are shooting out before the equation is shown
I have a really good Idea for formatting slimes. Each slime will be a different difficulty and type (examples being a level two Ranger or a level five passive) with one per each for simplicity
The healer slime sticks out a lot in terms of its sprite, due to the hat, I assume that's probably already been pointed out and getting fixed. For the healer slimes design: I think the enemy would be a lot more interesting if it healed just enemies on low health constantly yet slowly with the healer stopping for 2 seconds or so upon taking damage. And if a full health slime has been healed for far too long due to lack of damage taken by that slime then I believe that slime could get a buff of some sort like movement speed, attack speed, damage, etc Or instead of a buff the slime could level up to it's next stage, whilst that would be more interesting it would potentially cause some balancing issues. One way to remedy this is maybe make it so the slime is kinda like a "diet" version of the that higher level where the it gets half of the damage increase and health increase it gets from normally going from level 1 to 2. To clarify what I mean by this: if a level one slime did idk 3 damage and had 10 health , and then that slime's level 2 counterpart has 20 health and did 7 damage, then the "diet/lite" version of that slime would just do an extra 2 damage and have an extra 5 health (half the increase between levels) I believe that the healer slime should either be way less passive (like having unique attacks) or have a lot more depth in how it can support other slimes
On the miner slime maybe have the rocks bounce on higher stages before breaking when hitting a wall maybe. It could also go underneath the ground and dig under you before going up and smacking you in the face On the ghost slime maybe have it try to defend other slimes and attack within a range though that might be annoying so maybe not For the nerd slime maybe instead have it throw math problems that then explode into projectiles. Maybe even change how it works depending on if it’s multiplication vs division and have larger problems that use more versatile symbols, though with the amount of potential they this has it could be a boss fight
Small suggestion for the teleportation: Maybe you could do something slightly more similar to the teleportation system in Dead Cells? In my opinion, the button pressing isn't really ideal, and instead if you went the Dead Cells route, you could probably use the same sorrrrt of system to achieve (again, imo) a much better effect. Just a little suggestion, I really love the game so far and would love to play it when it releases. Really Cool!
I think if you want you could add a Special Slime, than would only apear under certain conditions, for example if you have too much money a bank slime would appear, i really like when games do this so i think is something good to add
It would be nice if the slime isn't limited to slime looks but other animals or object as well. Like a worm slime that borrow and pop up, a boulder slime that rolls and bounce back when hitting each corner
Idea: Yes, yes, I know this is over, but I still want to share! So, the Mechanic Slime: It make Lil'Robo Slimes (on a timer) that shoot a bullet in a random direction while it slowly walks to the player. I think it's neat because the player has to kill the Mechanic Slime instead of killing the robots and it's over. I think the bots would look like a rumba, and the mechanic to have a work station with a slime with goggles, but what do you think?
I have an idea for a way to travel back to past days, maybe to get missable objects. This could be a time machine you unlock post game, and I think that post game you could also add a lot of objects and things to do. (Like Mario odyssey’s moon rocks)
I feel like the base ball slime is a bit too easy because you can just shoot at a long distance, so maybe when they reflect it, the projectile gets faster?
I think you should make both the enemies and the player sprites bigger, beacuse right now they are sooo tiny compared to the rest of the map. You should upscale them by at least 50%
Possible idea:Fortune teller slime it could be an enemy or a different type of shop like maybe increase a random thing but you could only do it if you do a mission for the slime it could increase health, capture gun energy(I mean refill) or give you a random upgrade.
benbonk I have an idea for one of the Devlop you did that were saying about the corruption and the progression through as the corruption gets worse what if the corruption affected enemy slimes to make them stronger and it could have gas that does damage to the enemy in some room and it'll get harder and harder the more progression the player make's
you should make any undodgeable attacks in bosses dodgeable to allowe for nohits in the game optionally some kind of toggle to be instantly killed during bosses or smth
Dice slime doesn't seem to fit, with the outline and anti-aliasing, so you might want to edit that. Otherwise, all the enemies seem really creative and cool!
Hmm, I think it'd look a bit better if the slime dripping from the skulls jaw (Boss Health bar) rescinded when their health dropped bellow that point. Since there's no longer slime there. Regardless, it looks very cool, all of it. Keep up the good work
Oh yeah, I'll try to change that
@@BenBonk hi ur my favorite youtuber!
You should also make the cracks not move
Maybe you could add a battle sequence in the boat up to the king slime boss with a boat you could steer and a functional gun. As well as this you could add another type of slime specifically for this stage that would duck in and out of the water like a scuba slime. Also you could add little islands with trees and thing that would have sniper slimes In them that you would have to dodge with you boat. Another idea is you could have your pet slime jump into the water and pop up attacking enemies. The difficulty wouldn’t change depending on what day you were up to as it would almost be a test to see if you were ready to fight king slime. Not sure if this idea exactly fits the vibe since it is mainly just a transition cutscene but still think it would be pretty cool.
LOL wasn't expecting my slime to be added, thank you very much!
I can't wait to play the game once it's finished, this has to be my favorite devlog to follow. The way you interact with the community is really cool and your work is awesome!
4:50 Love the idea, but I do wish that it was a bit more obvious which slime it healed.
Edit: also 7:50 I think that the three phases could just be the ring shrinking.
Edit 2: Also, just to get the elephant out of the room, why doesn't the boarder for the player stretch to it's feet?
Yeah, prob need to add some more visual clarity there. Also I could do definetely add phases, but maybe the excuse could just be that the ghost is "dead" and can't grow. Idk, I just don't really feel like doing the work to be honest lol. And finally, I've tried adding the white under the player's feet, but it just looks really weird imo.
@@BenBonk maybe like a particle of tiny slime blobs that it absorbs?
(for the healing)
nobody : mmmm this art has cool colors with a hue of complimentary palette and golden ration fibonaccy mm yes bagette
benbonk : yes green
I love these new slimes! I can't wait for Slimekeep to release, the Dice Slime is probably my favorite community slime!
Dice and math slime!
The servant slime and healing slime
Game dev in youtube is basically 1 person starts a project and then a million others help in little things and I love it
Yes, it’s amazing
Idea: Wall Slime - Stays on the wall, can shoot a large line of projectiles towards opposing wall.
More enemies. It’s been a while, and they looked nice when you showed them in the beginning
(Edit) congratulations to those who made the slimes
clicked on this video and had no idea what to expect but this honestly looks really fun, people like you inspire me
1:30 the sprite made me think of a slime that duplicates itself, so you quickly can have too many enemies on screen and get overwhelmed
i think it would be sick if the miner slime like, buried itself underground and duh to you instead of just throwing rocks. that would be really cool
2 attacks maybe?
Dude those enemies look so cool! Keep up the good work
the community is slowly making this game enter the gungeon and i love it
Nice devlog! The new enemies looks good so far! What about making that when the ghost slime get to the next stage, the circle around him will get bigger but also he will spawns bullets faster.
One thing I would add is a music slime, basically it is like a projectile slime, but has 4 different attackas, it can throw a boom box down that will heal smiles nearby, after 10 seconds the boom box explodes, second attack is the slime blasting an aura of projectiles out, third attack is that the slime will aim its boom box at the player, and will continually fire at the player, any sounds hit by these projectiles are healed, and the fourth attack is that the slime pulls out a mic, and screeches into it, if the player is nearby they will drop all their smiles in their backpack (forgot name) and take damage.
Awesome! I quite like how the Barf slime looks and all the others, the math slime is quite unique, love em
Barf slime 😳
@@BenBonk should exist, haha
I love the artstyle of the game.
I also love that you let the community help with the game.
- Fifi
Thanks :)
@@BenBonk Please keep in mind legal implications of using the work of others. Jonas Tyroller had a lot of problems with that in his game.
I don't want everyone having to sign a contract or else BenBonk can't use it in his game.
Slimekeep is gonna be my number 2 game of 2022 no matter what
All of this look awesome. I personally would love to see some of your other boss ideas. I think it's just me, but those are my personal favorite parts of all games.
I just thought of a interesting idea for a slime. It also may be slightly inspired by a Crystal Slime from Slime Rancher.
The original idea for the slime was one that shot out 4 spikes when it was killed. Those spikes could hurt the player, but also trigger others of the same type to explode as well. I then thought about the Crystal Slime and changed my idea.
It still shoots out 4 spikes when killed, but instead of jumping, it rolls towards the player. As it rolls, it leaves behind spike piles. Those spike piles would stay there for about 3 seconds or until the slime dashes again.
The second stage could shoot out 6 spikes and the piles don't go away until the end of the next roll.
The third stage could shoot out 8 spikes and the piles wouldn't disappear until the end of the third roll.
joined your discord now I got to binge these dev logs wish me luck!
3rd! I love these devlogs. Keep them going! By the way... I'm subbed!
A cool slime idea is one that has a wall floating around it blocking or maybe reflecting attacks, and each phase it gets bigger and gets another wall at around it. This would add to difficulty and make it to that the player has to properly aim or the players attacks will get launched back at them. This idea is kind of like the Bat slime and Aura slime combined. I simply call it a Wall slime. You could probably come up with a better name.
Dude I love the baseball slime! Looks so good and cool!
I think all the changes made in this video are great. The game is really starting to look better and better.
Some minor stuff I noticed though:
- The boss health bar doesn't stand out enough when over a background of the same color in my opinion. (like at 0:35). I think giving it a slightly bigger outline or something similar would fix that, but I guess you have to try out how that looks.
- I love the idea of the math/bomb enemy but I think it would be even better if it actually threw small bombs that had the timer in the center of them as it gives more clarity to the player that there would be an explosion. Also it would give you a bit of freedom to animate the explosion a bit better. Maybe even add a lint that "burns down" depending on how much of the percentage of the timer has ticked down.
- And, as others have mentioned, I think you would benefit more on clarity on both the buff and the heal slime. As a first time player, I don't think you would notice which unit gets healed or that the buff of the slimes originates from the buff slime. Something like a small glow that starts on the buffing/healing slime and then transfers over to the healed/buffed slime to connect them to each other would help here in my opinion.
Anyways, great progress and I'm looking forward to seeing the next bit of the journey
It would be great to have a journal that give information about enemies you have slained
Check out devlog #14, I have plans to do this :)
So creative! Really well done guys 😎💪🏻
Please keep in mind legal implications of using the work of others. Jonas Tyroller had a lot of problems with that in his game.
I agree with this comment. I don't want everyone having to sign a contract or else BenBonk can't use it in his game.
I think it will be fine, since fans only gave him ideas and artwork. He even had to recreate the animation so it's not like he's using what they made
u r one of my fav youtubers and I really cant wait to play slimekeep im very excited
Awesome! Love the new enemies!
Suggestions:
The dice should pick a number based on a real slime. Since the movement is random it will be balanced the same way, but be somewhat predictable for smart players.
The nerdy slime should sometimes make miscalculations. When he miscalculates, the bombs will cause healing. By doing so, the players can pay attention to the math problems to gain a bit of health every now and then.
Im watching this in club rn eith subtitles. Thank yoh for your vids!
Recommendation: change the ring around the ghost slime to an aura because it fits the ghost theme and it is less obtrusive when fighting other slimes.
Wow these slimes are awesome, Will you be adding any more bosses, sense there are 5 days? If so I have some ideas for new slimes and bosses, 1: Mini Mech Slime, This slime will act like the slime mech boss but tiny. 2: Reflection slime, This will kinda be like a revenge of the old slime pet design, it would use the old slime pet design and be Like a Upgraded slime pet making it faster and more aggressive because he was cut from the game. 3: Imposter Slime, No not when the imposter is sus, but a copy of the player looking like the player ( Maybe with inverted colors and no legs) would use the same moves as you do (Maybe it could be a miniboss or something.) 1B (B=Boss): Scientist slime, I love the idea of the nerd slime, so what if we use the idea of the slime and make it use science stuff. It could throw explosive potions, Make puddles and electrocute them, affect floor tiles and make them float (Making it a hazard you can fall in), and Shoot sonic waves out of his mouth. I love the look and enjoy watching the devlogs of this game and can't wait to try it out. These are just ideas though, and what is everyone else thinking of the slimes?
Yup, I will be adding more bosses. The hope is for 5 bosses total, one for each type of enemy in the game. Those sound like so cool ideas, thanks!
@@BenBonk Hi , I'm a big fan. I wanted to ask:Since there are a lot of people who helped, will there be a gigant "special thanks" screen ?
@@mtdev78 in some way, yes
the boss health bar cracks should be an additional texture on top of the bar I think
I love all the enemies but I have a few suggestions for some tweaks.
1st of all the nerd and dice slimes are rng enemies, you either get lucky or unlucky with each attack. A way this could be balanced with the dice slime is by making the projectiles larger and more precise the lower the numbers get. With the nerd slime, you could make the answer to the equation also be the number that counts down to detonation. Obviously this makes it hard if you have it count down in seconds so maybe make it a shorter increment, see what works best. You can just make it count down even faster for each stage instead of it being a smaller number. So now when it fires a bunch it takes a bit to go off and when its 1 or 2 you have to act quickly.
2nd, I think the ghost enemy should have a lot slower projectiles or maybe make them slow down as they go. Also some ideas for a 2nd stage could be to have a smaller radius and the ghost to have a smaller hitbox (idk it's a ghost)
3rd, for baseball slime stages you could make it have different interactions with the bullet, I came up with 4: stage 1 destroys the bullet. Stage 2 incorporates the trigonometry you were joking about and has semi-realistic physics of bouncing off the bat. Stage 3 has it do the 180 bounce. Stage 4 has it go halfway between the directions of 2 and 3 but hits curveballs which curve toward the player. Also if it could swing the bat at the player if you get too close that'd be cool
4th and lastly, if you could make the healer and bard have ai that stops them from trying to buff each other(bard and bard, healer and healer, bard and healer) just so they focus on the enemies that do damage. Secondly for this one maybe make it so the bard and healer work together in different ways based off of what stage they're both on: 1 & 1 and 1 & 2 pairings will make sure to never both buff the same enemy together, 2 & 2 and 1 & 3 pairings won't plan/care, 2 & 3 and 3 & 3 pairings will both help the same enemy at once. Also this suggestion is about when the bard and healer are in the same room together.
Ok that's all I think, love your content!
Thoughts + feedback:
That miner slime's swing is incredibly weak and doesn't have any force to it. it feels more like a miner slime that doesn't want to be a miner slime.
The ghostly slime's border area looks really weird when overlapping the level, maybe make it collide with the level borders? I think that would looks really cool.
Last thing, the teleporting animations needs some bounciness to it. Maybe make him jump into the puddle with a little splash?
That's all my input I have here. Amazing work on the game so far!!
I think it would make a lot of sense for the crack in the healthbar to not move as it depletes
It would be really cool if you add a beam in between the healer and the slime they heal.
I think it woud be a nice touch if the die slime would be accurate to a normal die, where opposite sides add up to 7, and when it rolls in a direction, it actually gets the number that should be there
The slimes look cool
I love that Joseppi shows up in this devlog
Joeseppi is the goat
Is there a way I could look at the code for the most basic enemy? I'm making a game similar to this, top down 2d, but my enemy's won't move to the player in or if they do the further you are the faster they move.
You should make it so who ever is being healed by the healer slime, there’s a line connecting them
Or a peojectiles
This was an amazing devlog
Glad you liked it :)
I have an idea for the ghost slime's stages:
Stage 1 is just how it is right now but shoots less projectiles
Stage 2 is it's current state (except the slime is probably bigger)
Stage 3 adds another shield surrounding the original one (basically it blocks more bullets while not making it more vulnerable) and the shield reflects bullets
I think the boss bar should slowly crack as the boss health goes down and eventually cracks like a glass bottle letting the slime leak from it
It'd be cool if the boss health bar drained from both sides on damage until it disappeared, then the skull bites down and have a defeated animation like an explosion or just X-eyed and cracked
If there isn’t already a slimepedia, you should make one
The nerdy slime is awesome!
These are really cool but i feel like it would be more natural for the nerd slime to fire his shots right after doing the equation without the jump in between
Also the baseball slime (although it's fine as it is) would probably be better if it just randomly made the bat swing, serving as an attack and also reflecting bullets while doing it more often (and with a bigger size) as he grows. Would be funny if it also knocked you back a lot when you got hit by it (maybe also make a "ball slime" who just rolls around and gets sent flying by the baseball slime)
But really I'm nitpicking here, these guys look really cool and the game seems to be looking cool too
For the nerd slime, not sure if this is clear, but he jumps, lands, does the math equation, shoots the bombs, and repeats. Also, for the baseball slime, I think I'm going to keep it as is, as I think just randomly swinging would look weird, and this way the player would have to switch to a weapon with a high fire rate to defeat it.
@@BenBonk ok i just thought that i saw the nerd slime do the equation, jump and only then attack, i just got it wrong
Although i would like the slime to show the equation first and then shoot bombs, because it seems like the bombs are shooting out before the equation is shown
I have a really good Idea for formatting slimes. Each slime will be a different difficulty and type (examples being a level two Ranger or a level five passive) with one per each for simplicity
dang this game actually looks kinda good
unlike most other games that have come out over the past 2 years
based game dev
yes
The bat slime still assuming laser weapons are still coming have increased my want for A Mirror Slime, A Glass Slime, or A Mirror Shield Slime.
I think the miner slime should burrow underground, making mini earthquake trails that will damage you if you step on them.
The healer slime sticks out a lot in terms of its sprite, due to the hat, I assume that's probably already been pointed out and getting fixed.
For the healer slimes design: I think the enemy would be a lot more interesting if it healed just enemies on low health constantly yet slowly with the healer stopping for 2 seconds or so upon taking damage.
And if a full health slime has been healed for far too long due to lack of damage taken by that slime then I believe that slime could get a buff of some sort like movement speed, attack speed, damage, etc
Or instead of a buff the slime could level up to it's next stage, whilst that would be more interesting it would potentially cause some balancing issues. One way to remedy this is maybe make it so the slime is kinda like a "diet" version of the that higher level where the it gets half of the damage increase and health increase it gets from normally going from level 1 to 2.
To clarify what I mean by this: if a level one slime did idk 3 damage and had 10 health , and then that slime's level 2 counterpart has 20 health and did 7 damage, then the "diet/lite" version of that slime would just do an extra 2 damage and have an extra 5 health (half the increase between levels)
I believe that the healer slime should either be way less passive (like having unique attacks) or have a lot more depth in how it can support other slimes
Can player do anything else than shoot a gun? a single gun? or is there other weapon types like melee weapons, timed triggers, traps etc.?
Great video, it's cool seeing all the player designed slimes added to the game!
On the miner slime maybe have the rocks bounce on higher stages before breaking when hitting a wall maybe. It could also go underneath the ground and dig under you before going up and smacking you in the face
On the ghost slime maybe have it try to defend other slimes and attack within a range though that might be annoying so maybe not
For the nerd slime maybe instead have it throw math problems that then explode into projectiles. Maybe even change how it works depending on if it’s multiplication vs division and have larger problems that use more versatile symbols, though with the amount of potential they this has it could be a boss fight
I feel like there should be a bomb texture that the countdown is on top of for the nerd slime to make it more clear what the projectiles are
I like how it stays more abstract and just has the numbers explode, power of math # =💥 xD
What about a slime that shoots a laser that always hits the player unless they find cover? (With warm up/cooldown time)
Might as well add a custom enemy creator lol.... but if you do tho-
Small suggestion for the teleportation:
Maybe you could do something slightly more similar to the teleportation system in Dead Cells?
In my opinion, the button pressing isn't really ideal, and instead if you went the Dead Cells route, you could probably use the same sorrrrt of system to achieve (again, imo) a much better effect.
Just a little suggestion, I really love the game so far and would love to play it when it releases. Really Cool!
I think if you want you could add a Special Slime, than would only apear under certain conditions, for example if you have too much money a bank slime would appear, i really like when games do this so i think is something good to add
It would be nice if the slime isn't limited to slime looks but other animals or object as well. Like a worm slime that borrow and pop up, a boulder slime that rolls and bounce back when hitting each corner
Idea: Yes, yes, I know this is over, but I still want to share! So, the Mechanic Slime: It make Lil'Robo Slimes (on a timer) that shoot a bullet in a random direction while it slowly walks to the player. I think it's neat because the player has to kill the Mechanic Slime instead of killing the robots and it's over. I think the bots would look like a rumba, and the mechanic to have a work station with a slime with goggles, but what do you think?
I think slimecicle would really enjoy playing this game lol
What is the color pallet???
been waiting for this.
Same
I have an idea for a way to travel back to past days, maybe to get missable objects. This could be a time machine you unlock post game, and I think that post game you could also add a lot of objects and things to do. (Like Mario odyssey’s moon rocks)
It's almost as if you created a watered down version of enter the gungeon centered solely around the blobulin enemies.
I feel like the base ball slime is a bit too easy because you can just shoot at a long distance, so maybe when they reflect it, the projectile gets faster?
I guess you are gonna add them classes like the already existing ones (support,brute etc)
7:51 Maybe if the slime had stages you could make the ring decrease in size for each stage
I think you should make both the enemies and the player sprites bigger, beacuse right now they are sooo tiny compared to the rest of the map. You should upscale them by at least 50%
YOU MOVED THE GAME TO 2023!!!!
Slime idea: make a boomerang slime which throws a boomerang that flies around the area once… basically just does a loop around the slime
Possible idea:Fortune teller slime it could be an enemy or a different type of shop like maybe increase a random thing but you could only do it if you do a mission for the slime it could increase health, capture gun energy(I mean refill) or give you a random upgrade.
This game and community teamwork looks quite cool! Unfortunately i can't wishlist the game since i don't own a working computer, just a tablet :c
benbonk I have an idea for one of the Devlop you did that were saying about the corruption and the progression through as the corruption gets worse what if the corruption affected enemy slimes to make them stronger and it could have gas that does damage to the enemy in some room and it'll get harder and harder the more progression the player make's
you should make any undodgeable attacks in bosses dodgeable to allowe for nohits in the game
optionally some kind of toggle to be instantly killed during bosses or smth
i love how 75% of this game is made by the community
yes another video!
Dice slime doesn't seem to fit, with the outline and anti-aliasing, so you might want to edit that. Otherwise, all the enemies seem really creative and cool!
Awesome video, I like making games too
How did you add the tags above your animation Frames in Aseprite?
Right click on frames, “new tag”
@@BenBonk Awesome Thanks!
the shield on the shield slime should not always be visible I looks kinda strange.
You should make the miner slime able to mine and pop up behind you to make it harder to kill
Creepy. Explodes when your near.
Hey, can you make A boss rush mode after you beat the game and if you add special bosses get those to fight those
I got a gamdev ad in this video and its the first ad I liked
Hmm, I like the idea, but I’d say scrap all of them and try again. Anyways love the content keep it up!
I feel the rocks for the miner should jump up and fall like the slime king boss does also the miner should mine down and teleport behind you idk
You could make the slime dice evolve to a bigger dice, like from D6 to D8 to D12 etc.
the new healthbar looks very cool, but shouldn't the cracks stay in the middle, where the skull bites?
how does the copyright / IP work for people sending you concepts / art?
Sweet!
this is VERY yes