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The Slime Suspect

slimeeee
Created a top-down 2D roguelike with the theme "Plain in Sight" in 2 days for Chillenium Game Jam 2025 in a team of 3 people.

 

Date

February 2025


Role

Producer, Level Designer, UI/UX Designer & Programmer, 2D Artist


Contribution

Team and work management, Main level design, UI design and implementation, Asset art for items & UI.


Skills

Unity Engine, Figma, Clip Studio Paint


Design Process

Connection to the Theme

The game's connection to the theme was "crime plain in sight," starring a cunning slime that's a master of escaping from law.

  • We designed the mechanics to be around how the slime would escape the cops and hide.

Core Mechanics

Escape the cops!

  • The first mechanic was the wanted list. This periodically updating list of descriptions tells the users what they shouldn't look like to avoid the cops.
  • The second mechanic was the appearance switch. The users were able to change their outfit and color during gameplay to avoid suspicion.

Environmental Atmosphere

The setting of the game is city during night.

  • I created the level accordingly while keeping the locations of items and interactable in account.

Player Experience

To make sure the players know what is happening whilst the intense gameplay, we included a lot of indicators in the in-game UI.

  • We included a health bar and a suspicion bar to show the players how close they are to game over.
  • We included a timer to show the remaining time players have until score finalization.
  • We included a score display to help players understand the game's objective and introduce a high-score feature.

Reflection

What went well:

  • We were able to create a complete working game in only 2 days.
  • We implemented all the mechanics we planned in the beginning, meaning we have chosen the right project scope.

Obstacles:

  • There was a minor bug we couldn't fix. 
  • Making sure everyone was on the same page in terms of mechanics and ideas.
  • We had a 3D artist and a lead programmer who mainly worked with Unity 2D, so the 3D artist didn't have a chance to do 3D.
  • We were rushing at the end with bug fixes and submission.

Future Improvements:

  • We would do playtesting earlier, so we can learn what we need to fix/work on and set our priority accordingly.
  • We would be more efficient with our time, so we don't rush last minute before submission.
titlepage assembled
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