Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
A jam submission

Splitting HeadacheView game page

It's slime time.
Submitted by Draknek (@Draknek) — 2 hours, 31 minutes before the deadline
Add to collection

Play game

Splitting Headache's page


CriteriaRankScore*Raw Score
Adherence to the Theme#10283.5423.542

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with to leave a comment.



A deceptively simple puzzle game, very easy to get things wrong XD
As a point of note: explicitely stating the splitting mechanic would have been better; I nearly passed this by as "impossible" because it wasn't explicitely obvious what to do on the second level, sorry ^^;
Which would have been a pity, this is a good game


Hands down! Brilliant and simplistic puzzle game. 

Very clever puzzle game! I included it in my GMTK Game Jam 2019 compilation video series, if you’d like to take a look. :)


Oh, such a clear and effective design. I would never think this will be so enjoyable. I promised myself to see just 'a level or two' and realized very soon that I am already on level 8 and I keep going. 

You had a great idea and you executed it perfectly! Good job :)


At first, I thought I wouldn't enjoy it, given how stupidly simple it was. And then I saw that you could split the cubes and still drive them in a corner, and I was instantly addicted. Very original way to play around the theme, by showing there is not "only one" way to think about a problem, and that the best way to win is to think outside the box. Very clever level design, even though I don't have the mind tailored to create and solve puzzles usually. Nice job ! :)


cool! i like the slime cubes, how they bend round corners, multiply and wiggle


it's a good game, and engaging puzzle. well done!

here is mine if you want to try.


wow, what a simple but elegant puzzle mechanic.  I love how you can push blocks around corners, it's just different enough from a standard sokoban-like to make it very interesting and fresh.  not to mention the main mechanic of course, which is so cool!

Elegant and surprisingly tricky. Nice!


The best game I've seen so far in the jam! "One-block sokoban" shortly made it onto our list of ideas, but I never would have come up with anything remotely this elegant.

Very impressive puzzle game! The star levels were too tough for me.


I've played some of your Puzzle Script games before and im a big fan in general of your games (still think A Good Snowman is Hard to Build is one of the most elegantly designed puzzle games I know), this game is isn't any different, an interesting mechanics with loads of consequences to learn, this is the kind of stuff I aspire to create, great work!


I love love love this mechanic.  That being said, I'm not sure how much of this is inspired by Terry Cavangh, so I'm not sure if I should lump that praise onto you.  I wasn't aware of the Halting Problem, but I do absolutely adore VVVVVV and other Cavangh games.

But it's such an original take on the Sokoban clone game.  I love the fact that you can push blocks around corners, whereas in other Sokoban games you'd be stuck.  I love the fact that you can push jelly back together after it's been split.  The puzzles are interesting and creative, and show off interesting properties of the mechanic.

That being said, you definitely should have eased the player into it.  Level 2 is way too hard for level 2, especially after level 1.  The player isn't even aware blocks can split at that point.  Maybe a better solution would have been to just have a small T shaped corridor with a block at the intersection point, and then the player in the middle edge and the goals at the other edges.  That way the player can only split the block.  Also, I didn't realize jelly could go back into each other until level 7, so before that I thought if I made too much jelly, I'd just be stuck.

Anyway, great concept, thank you for bringing The Halting Problem to my attention.  If any of these ideas were originally yours, take the praise.  Game looks great too.

I struggled to understand the mechanic; maybe the first level could be used to explain it more?