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Royal Jelly Roller

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The dreams of a simple slimy princess come to fruition with Royal Jelly Roller, a game where slimes grow big and the messes grow even bigger! Traverse through several levels of goo-packed fun as you dodge sword-wielding goblins, thirsty flowers and nasty hazards that will leave you hungry for more! It's the type of game that will really stick to you - and trust me, it's harder than it looks.

Arrow keys to move and jump
Enter to select menus
R to restart levels
ESC to go back to menus

Edit: Fixed the shield hitboxes

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I found the physics to be interesting, it worked differently from the other ball platformers I know and I actually had fun trying to figure out how to get over the obstacles. :)

Some problems I encountered:
- The sword and shield, I'm not sure what their are supposed to do but they don't seem to work: When being attacked, the sword goes through the shield and I somehow managed to lose the shield and can't pick it up again. (Also I think the shield should always stay vertical or controllable using A+D?)
- I don't think we should die if we leave the screen at the top : if I jump near the top, instead of falling back down, I die .

I wonder... maybe only platforms & obstacles, without the weapons, would have been enough? That, with the challenge that we must use up 100% slim?

Anyway nice try to an original idea and the graphics are cute - I feel there's potential. keep it up! :)

BNeutral responds:

The shield hitboxes were quite a bit smaller than they should have been because I couldn't fix them on time. Should be fixed in the current version.
About leaving from the top, the level design would need to be quite different, and we didn't have the time to do much better.
Glad you liked it what we managed to make.

Next time get a programmer who didn't just come back from a IWBTG-type binge and thinks luck based gameplay (such as trying to EVER properly angle the shield, and many, many of the later jumps) is good design.

BNeutral responds:

Shield hitboxes were buggy, sorry about that, should be fixed now. The jumps are all pretty easy if you understand the game mechanics, if anything we did a bad job at explaining them, but that's all we could do in 72 hours, sorry.