Rain arrows on slimes. Spend the gold. Do it again.

A bite-sized incremental arena. Every run lasts 15 seconds: move your aim circle, let the arrows fall, watch the slimes pop. Then haul the gold back to the shop and sink it into a sprawling upgrade tree.

  • ⏱️ 15-second runs — just one more
  • 🌳 100+ node upgrade tree to grow into
  • 🟢 9 slime types — green, fire, ice, stone, air, water, electric, dark, holy
  • 🏹 Special arrows — dynamite, lightning, fire, energy waves, impulse rings
  • 🔨 Forge your bow at the anvil, hunt artifacts in rare chests
  • 👑 4 difficulty tiers, each with its own boss
  • 🌀 Close the slime portal to win

Mouse only. Runs in your browser.
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Hello! 
After going through lay off two times in one year from two different gamedev studios, I have decided to try and make a game myself as a game designer. I would be happy to receive any feedback in how I can improve it <3 

Updated 17 hours ago
Published 3 days ago
StatusIn development
PlatformsHTML5, Windows, macOS
AuthorLisad
GenreAction
Tags2D, Arcade, Casual, Incremental, Pixel Art, Short, Singleplayer, Slime, upgrades
AI DisclosureAI Assisted, Code, Sounds

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Windows.zip 34 MB
Mac.zip 42 MB

Development log

Comments

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That's more like it. The only bug I've found is that when you pause run, you can move your cursor to gather some resources. Boss 2 is almost unreal to kill, maybe artifacts are the way to go. Game is completely hackable with cheat engine. Was able to hack my way to every resource in the game and make craft a bow to obliterate the boss(Can't attach picture for some reason). If I were to spend more time hacking, I could've probably disable the beta version if it's stored as a boolean variable. If you don't like when people hack your game, you can do some "if statements" to check whether something feels out of place. Something that theoretically impossible to get through normal play-loop (Like 2 millions of resources before even starting the run). 


Also, having discord server would've been nice. I could've easily missed the updated If I weren't constantly checking it here. Glad that game is playable now. Gold scaling still seems a little bit odd for me when it comes from +3 gold from default slimes at max upgrades(in demo) on the first level and +11 on the second one. 


Since I haven't played full game, I can't say much about balance and stuff. You can unlock more slimes through upgrades and thus, every slime has its own stats. Like available in demo fire slime or further in full game rock slime, water or crystal slimes or diamond slimes etc. 

(+1)

after going from barely getting 50 gold per run to 100M+ gold per run, my time left started going up instead of down because of killing slimes too fast. Maybe add a way to end runs early so we  dont get stuck in an infinite run

(+1)

Would love a way to scroll around the upgrade tree. Also a "End Run" button would be nice to stop a run early after beating the boss. Lastly there is an integer overflow error, where if you get too much gold it will go negative.


It is a good start.

(+1)

Nice, with a few problems. First, balance is crazy. Why are there so many +83% gold multipliers? And runs can get annoyingly long. I'd make a way to make it end early, and maybe automatically pick up any remaining gold and end it if you kill the boss. And make a way to move around in the upgrade tree instead of just zoom out. Or did I miss that?

You can move with middle mouse button, but I guess it's not intuitive and doesn't translate well in the browser version. I was thinking about moving it on LMB (especially now that there is multiple people telling this :D)

Yes, I'll do a better balance pass for next update.

Thank you for posting feedback <3
(+1)

Cool game, love killing slimes. Here's some notes.

1. I couldn't full screen the game for some reason until I clicked a magic pixel in the corner of the window. Not sure if that's a browser issue or what but I haven't run into it on any other game.

2. Really need the ability to move around the skill tree. After a while I could only see the the edges of the tree by zooming out and then everything is super tiny. Being able to click and drag around the screen would have helped immensely.

3. Gave up after buying a ton of upgrades (def need to fix the +830% gold thing, that was waaaaay too fast) and realizing I was now locked in to a like 500 second (and counting) round where I was destroying everything in sight and couldn't back out of.

Thank you for the feedback!
1. I will try to do something about it if it's not a browser thing!
2. You can move with middle mouse button, but I guess it's not intuitive and doesn't translate well in the browser version. I was thinking about moving it on LMB.
3. Yea, that's balancing issue for sure. Will fix it for better experience :)


Thank you again for the feedback <3

(+1)

did you put an extra 0 on that gold multiplyer?

(1 edit) (+1)

The skill tree options keep flikkering in and out, its makeing it hard to read.

It helps hovering the mouse over the left corner of the icon, gets worse everywhere else.

Thank you for feedback <3 
Don't know what might be the cause, so I'll guess I'll have fun debugging this :D

(+1)

Fun game. Like it. Want to point on some things that raises some questions on your game design choices.

1. Everything were fun until seeing "+830% gold multiplier". It is broken. You literally can buy almost anything in 2-3 runs after that.

2. The "magical numbers" stat increases. Why buying "arrow rate" decreases it on 0.093s? Why not 0.1 or at least 0.095. The 0.1 option sounds better though. Same goes for almost every other stat upgrade in this game. Just round them to the nearest number after 0 and everything will start looking better for sure. Your design may work but only if you implement stats calculator or something in that sort so I don't have to calculate those 0.0XYZ number in my head manually

3. Following stats problems, would've been pleased to see some stats menu where I can see them(i.e. firerate, damage, damage-area etc.). Otherwise, maximum what I can do is to look at the base stats of my bow and sum everything up. Not fun.

4. The upgrade "Time chance per kill" isn't necessarily broken, but you can stuck in your fight scene with slimes for like an eternity. When buying all 12 upgrades, it gives you overall chance of 45% to get +0.2 seconds after a kill. It is A LOT. Because at this point of the game your screen will be full of slimes and your attack range will be long enough to kill at least 5-10 slimes each 1-2 seconds. Just adding option to leave the fight would've been the bare minimum to fix that problem

5. The "damage increase" upgrade not working? At least it didn't seem like it works. Literally not getting the increased  damage

First of all thank you very much for the feedback (my first feedback for this game :D).
1, 2, somewhat 3 and 5 are bugs that I will 100% fix (I think I know the issue).
Regarding 3 in more detail: I was planning to do a "Your stats screen" which would show current stats with power ups but decided to wait for feedback.

4 is my choice as for the last boss you would either need to grind a lot or to be skilful in balance of killing normal slimes and damaging the boss


Once again, thank you for the detailed feedback. Everything is noted. Be sure to check out the updated version next week (or this weekend) :D

Much love <3

(+1)

Glad to hear that my feedback was helpful. I'll be looking forward for the future updates! Good luck with implementing new features and fixing bugs!