Update 0.2.5


This update introduces a whole new mechanic that seeks to patch a little bit of a whole in the game so far, potions. I like when auto-battlers, or automatic games in general, have a way of directly interfering in whats happening. Since the point of the game is to be automatic, that's going to be less frequent or impactful than the auto stuff, but I think allowing for a method of direct control or interference can help assuage the possible frustration with not being able to directly control things and also demand that the player remains attentful to the beat by beat of the auto stuff even though is mostly playing itself, because the player wants to catch the right opportunities to use their rare moments of direct interference. Potions offer that, hoepfully, during the factory phase and I'm still thinking about how to do that for the battle phase.


Features:

  • Potions! potions hold the genetic info for a given skill and can be used to apply said skill to a slime, which also allows you to level up the skill of a slime by applying a potion of the same level. Potions can be level up by being combined with a copy and thus improve the set collection appeal of the game, that auto-battlers frequently have, as well as allow a moment of direct control of a slime's skills.
  • Tutorial Intros: instead of beginning the game with a normal run, which was overloading the player with too much information before they even got to play and requiring a few rounds of the factory phase before the player got invested in the auto-battler part, the first time you play the game will begin with a mock battle phase, just to show what it's like. After that it will also introduce the factory phase with a sort of simpler trial run that only allows the use of a Slusher, Mulch and Vat Tube. The goal is to introduce the basic dynamic between the machines where you cull what you don't want, so that the slushers only choose what you do want.
  • Slime Bag Scrollbar: when the the slime and potions bags get more content than the UI have slots, they will display a scrollbar. I took too long to implement this just out of lazyness.
  • Knockback: slimes will apply knockback to each other when dealing physical damage. I think this makes the fight much more dynamic and insteresting as well as making the impacts land better despite simple animation and vfx.
  • Battle Speed Control: the battle screen now offers UI controls to speed up and down the battle as well as pausing and resuming the fight. This was implemented in a bit of a simplistic and shody way so there might be unintented bugs and consequences.


Changes:

  • The text from the main factory toolbar button got remade to express better the progression of the factory turns that make the machines work.
  • Slime movement got remade to be a bit better and pull the slimes from the edges of the arena.
  • Improvements to the slime dash to make it more impactful and make the movement more interesting.
  • Improvements to the slime movement to stabilize it and make the slime behaviour less eratic.
  • The spawn position of the slimes during battle got randomized, so now the player slime will not begin in the same position always.
  • Instead of picking their initial slime loadout by hand, the player can choose to let the game pick one for them. The game will reference the objective to choose a loadout that makes sense for that run.
  • The player cannot choose their slime loadout in their first ever true run, since they don't understand the skills very well yet
  • The money earned by fights, the bribe payed and the level of the slime npcs have all been rebalanced.
  • Machines will be rendered black and white when their deactivated to communicate better that you can't use them.


Fixes:

  • The damage ranking at the end of fights is actually working for real this time.
  • Splash screens now adapt properly to the screen being resized.
  • The yellow slime dash animation has been fixed.
  • The cooldown progress bar on the slime health bar will mostly remain full when the cooldown is fully charged, but this seems to be inconsistent


Known Bugs:

  • The "dead slimes" UI will sometimes open empty without any of your slimes having died.
  • At certain moments the vertical health ranking is completely empty despite the slimes in battle.
  • Due to collision shenanigans, slimes will sometimes sling to the other side of the screen during fights.
  • Sometimes slimes will still show up twice in the battle rank.
  • When the skill cooldown is low enough there's a chance the slime will shoot a continuous string of projectiles.

Files

slime breeder.rar 31 MB
Jun 21, 2024

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