- Role
- Game Designer
- Team
- 5 developers
- Engine
- Godot
- Event
- Pirate Software Game Jam
What I did
- Pitched and refined the split-to-score mechanic: jackpot zones only accept smaller slimes.
- Tuned slime physics: mass, bounce and launch force.
- Built the multiplier and split logic that drives pacing and escalation.
- Ran mid-jam feedback loops on launch feel, onboarding and edge-case collisions.
- Matched systems to clear feedback and readable arenas with the programmer and visual designer.
Results
I pitched the split-to-score idea for a game that started as Super Slime Curling Circuit: curling with mischievous slimes, built for couches where gamers and non-gamers pass the controller. A hit costs you size and multiplier, but you become two scoring slimes, so getting rammed is a decision. Jackpot zones that accept only small slimes make splitting a plan.
The team submitted a complete, playable build with an original core mechanic. Community recaps singled out its tactile feel and rewarding chaos.
Game design document
The 5-page GDD for the jam build.
- Overview, key features, art style, target players and inspiration
- Main menu and match flow
- MVP scope separated from nice-to-haves
- Audio, gameplay mechanics and aesthetic