//UPDATE 3// Darwinism of a Slime


Yo! Welcome to the BIGGEST update so far! And took the most time since there's A LOT going on here. So what did I add?!

Consuming objects now impacts how your slime develops! As a rogue styled game you won't be able to control this outside of playing and learning how the game operates and manipulating it. There won't be any rerolling attributes or resetting to get a great build; it's a main rogue trait and this isn't an RPG.

So, how do attributes work?! Each object has certain attributes. These attributes slowly build up to you over time. These attributes change how your slime will play and interact with the world. If you get a bunch of worlds with rain and flowers you will become vulnerable to fire. You can try to counter balance this but fire attributed objects will damage you during this. If you can survive balancing it out; you can. But it's not likely. This gives a real sense to what you consume directly impacts your slime and how you'll play. And not some fixed system that sets a random attribute set after so much development. And I feel this system gives the player the most control over how their slime will turn out while pushing them to learn more about the game world and the objects in it.

So this is pretty sweet right?! Well there's more! This is actually the hardest part. As you consume things and gain these attributes your physical form will change. First color changes then finally more drastic physical visuals will change. Currently there's not a ton of of these cosmetic changes  (aka only 1) as there's only one biome with a 2 objects you can consume; but it gets the system in play and players learning the system.


Other Changes!
I made the movement snappier by removing the ability to move in the air during a slam. As well as increased the falling gravity modifier and slam power.

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