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A jam submission

Slime ClimbView game page

Stretch and shrink to climb the tower
Submitted by nDev — 3 days, 13 hours before the deadline
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Slime Climb's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#17523.2543.254
Creativity#18083.4923.492
Overall#22673.2373.237
Style#32852.9662.966

Ranked from 59 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You're a slime scaling the tower, you use your blobbyness to scale your size up/in and down/out to traverse the obstacles

Development Time

96 hours

(Optional) Please credit all assets you've used
see description for full credits

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Comments

Viewing comments 42 to 23 of 42 · Next page · Last page
Submitted

Really liked this game! SFX and squish mechanic is super cool. Very impressive!

Submitted

I was impressed alone by the solo execution with so many levels (as a fellow slime dev I know how time-consuming designing them is but the fact you made them in your own engine blows me away

Great game!

Submitted

That slime sure can climb!

Submitted

Fun game! It's impressive to see you used your own engine. I'll definitely check it out!

Submitted

The squish mechanic is super clever. I love games with that 'ohhhh' moment and yours absolutely had one. Nice take on a precision platformer. Well done! :D

Submitted(+1)

This is a fun little platformer! I do want to mention that I thought the gravity scaling that happens when you're squished was a bug at first because it wasn't explained in the first section when you have the blocks squish you. It might have been nice to have a level or two explain that mechanic before you can control the squishing.

Developer

It wasn’t as noticeable when I had first made the earlier levels, but then I had to tweak the gravity scaling to actually allow some of the more floating jumps in later levels. I never got time to go back and explain it until it “mattered more”. Thanks for playing!

Submitted

I can definitely see a vague inspiration from Celeste! x)

The game is very creative, and it would fit very well for a speedrun game. Unfortunately, having platforming based on slow moving platforms made it a waiting game. I couldn't get past stage 3 not because I wasn't able to get the jump boost (there was a generous window for the momentum jump, I'm happy about that), but because the "S" room requires to wait for the platform to squish you down, wait for 5 small platforms to get out of the way, wait for another platform to squish you up, wait for another platform to squish you down and *then* get to the part I kept failing at. My feedback is to make it more action based than relying too much on time-based elements.

I don't want to seem too critical, this game was very creative and is different from every other game I've seen. Top of all that, there's a big level of attention and freedom, so great job on the submission! :)

Developer(+1)

Thanks for the feedback! Chapter 1 is a tutorial of sorts that I definitely made a bit too hard/long. Once you get into Chapter 2 it does become more of an action platformer, there’s probably still a bit of waiting here and there, I’ll have to take a look at that. If you ever want to give it a shot later all your progress should be saved. I added a dev backdoor for level choice that doesn’t seem to be accessible from the itch page directly, so I can’t really suggest that. But if you feel comfortable with using the browser’s developer console, you can open up localStorage and find the save file to open up Chapter 2, you could replace your unlocked with: [{"world":1,"stages":[1,2,3,4]},{"stages":[1],"world":2}] to get access to Chapter 2.

Submitted

Very creative mechanic! I got a little frustrated at some levels but I suppose that's skill issue on my part lol. 

Submitted

I’m not coordinated enough to jump and control my size apparently. It felt like a original take on the “character changes size” that I’ve seen a lot in the jam. Great work thinking outside the box!

Submitted

Like the pixel art and the slime ahah, it was overall a bit too easy to me but for a jam it's very cool to play so gg !

Submitted

Great game. Some levels are too easy, and some are too hard, but it is still very fun.

Submitted

This was very fun! I'm not the greatest at precision platformers, but the scaling mechanics were implemented quite well, and with some polish and a few graphical improvements I could see this as a standalone release :D

Submitted

I love this game! The mechanics are nice and the visuals are great too. To be honest I knew this game was great as soon as I heard the slimy sounds :)

Submitted

Hello member of the slime gang! Your game was hard for me, however I'm astounded by the squishing mechanic! This gives a puzzle feeling which fits well the precision platformer part! Well played!

Submitted

the squishing mechanics aren't something you would see on most of the jam games, the movements are fluid and platforming doesn't feel clunky. Already better than other jam platformers/puzzles. Good Job.

Submitted

This was very frustrating at some points bcause of the precision but that's just personal prefrence, this isn't the sort of game I would play often. Still a well made game for the jam well done.

Submitted(+2)

Nice!

Developer (1 edit) (+3)

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Submitted

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Submitted

Submitted

Submitted

Hey, this game is the perfect combo of unique mechanic, platforming, and puzzle design. You did a really great job! 

Submitted

Whoa! This is like a FULL REAL GAME! It reminds me of Celeste. Platform with precise timing and in depth mechanics that makes me so relieved to get to the next checkpoint!

Submitted

You did a great job at gamefeel, which is critical for a precision platformer and something that's extra tough to do right in the tight time constraints of a jam (+ using your own engine, wow). It always felt really good to control the slime character (except that he can't jump up left diagonally when in tall form - possible bug?). The tutorializing and challenge progression were well crafted and felt natural as well. Great work!

Viewing comments 42 to 23 of 42 · Next page · Last page