Slime-like is a small turn-based dungeon crawler where you play as a slime that steals the stats of defeated enemies. Absorb fallen enemies stats to survive and clear deeper floors of the dungeon.

Features:

* Turn-based tactical combat
* Absorb enemies to steal their stats
* Multiple enemy types (melee, archers, mages)
* Procedural dungeon floors

Tutorial:
Move with arrow keys and to attack enemies.
Be wary of red tile overlays, these indicate an attack will be here next turn
After defeating an enemy, jumping on their corpse will absorb them into your inventory, if all slots are full, the corpse will be converted to health
If low on health, you can quickly absorb from your inventory, but beware as you will lose the stats given by that corpse
Melee fighters including the player and the skeleton swordsman have to be adjacent to attack, archers in line, and mages can attack from anywhere.
Mages have a few rounds of indicators as their spell charges up, beware as it has a large radius and massive damage.
Enemies can attack each other on accident, use this to your advantage.



Controls:

Arrow keys / WASD – Move

Mouse – Move or interact

Made for the 7DRL Challenge.

Download

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SlimelikeWindows.zip 94 MB

Comments

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The slow movements/actions put me off a bit, played through 3 - 4 levels then the levels were starting to feel a bit big for the speed everything happens at.

Neat Concept, reminded me a little bit of Midboss, but in Midboss you can posses defeated enemies.

Wish there might have been more to experience here.

Thank you for the review, I had an enormous "idea vault" and just didn't end up having enough time or experience to implement it as this was my second game ever. For example, the original working idea was that instead of just having a static inventory and using it as "health potions", you would instead slowly absorb them over time regardless. This would let you choose between absorbing a slot to heal or make room for an item that had better stats. Each corpse would have a specific turn "timer" based on tier that would slowly give less stats as it got close to 0, but when the turns were finished, you'd absorb the item and a certain percent of the stats and keep them permanently. Obviously there would've been more enemies and more "tiers" of enemies.

Nice game. Maybe a little bit slow especially when you are outside of battle. 

I played only the first levels and I would like to ask you, do later levels share the same layout? In lower levels it's basically square rooms with single hallways: no mazes, no inner obstacles or traps, etc.  Is it so only because the first levels are supposed to be introductory ones? Or is it so also in later levels? Because as for the first levels, the environment does not pose any puzzle or challenge (traps? obstacles that force clever positioning?), so the game gets repetitive.  

Please take these as constructive criticism! This is of course a 7drl so the game is expected to be minimalistic. But the basic idea is nice! :)

Thank you for the feedback. I agree that movement is very slow outside of combat because of the tile system, and I was originally debating a way to make movement faster like, you click a tile and your character will move there automatically, only stopping if enemies come into view, but ran out of time.

Yes, unfortunately there is a very basic layout for the jam, there were plenty of ideas to spruce it up, but even the basic procedural generation too much longer than I expected it to. For the final 7drl version, the first 2 levels are basically the tutorial, then its intended to ramp up the enemies, and add to the room count over time. If I work on this game further that was one of my intentions along with enemy variety/bosses. 

Adding environment factors that force positioning is a great idea that I'll keep in mind, as right now it basically depends on what enemies you are matched up against.