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A jam submission

BlenderView game page

Slime Classical Platforming
Submitted by FenixDev, Bato — 10 hours, 24 minutes before the deadline

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CriteriaRankScore*Raw Score
Design (This refers to the space where mechanics take place)#33.7714.000
Gameplay (The mechanics and rules of the game)#43.1823.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot version

Game description
Meet Dango, the best jumping slime you'll ever know. Go beyond the depths of the lonely dungeon jumping through many different obstacles.

Consuming different types of poisons will get Dango their strengths...

...with a price.


Use 'ESC' to change Full Screen Mode.


Use 'A' and 'D' to move.
Use 'W' or 'ESPACE' to jump.


First Poison: (When unlocked) Press 'J' key.
Second Poison: (When unlocked) Press 'K' key. When active press 'K' again to jump off.
Third Poison: (When unlocked) Press 'L' key

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Pretty tough to learn but very stylish and charming look and fun to play. I like it!

Submitted (1 edit) (+1)

Oh man, this one was awesome!

First off, that aesthetic. Dithered monochrome pixelart, oh my yes! I love the little details in how the slime's mass moves around from rising to falling. The music is perfect for getting me in a puzzle-platforming mood, and the sound effects are minimal, but everything they need to be.

The controls are a little bit rough - you have very little control over your jump, and you need to be extremely precise with when you activate each poison - but the biggest problem, I think, is how little the game explains what everything does.

Or... is that a problem? Because I still managed to beat it, I had a hell of a time doing it, and there was at least one moment when I literally shouted "AW YEAH!" out loud when I figured out the solution to a puzzle. The fact that the game gives you nothing makes it immensely satisfying when you figure everything out.

I had a blast with this one. Great stuff!

Developer (1 edit)

Hey! Thank you very much for your review and feedback. I am very happy to read that someone had fun playing our game.

It is true that we did not explain almost anything, and it was kind of intentional. But the truth is we should have done a better level design to make it easy to understand the mechanics. The time was limited so we decided to make a short but difficult level and let the player the responsability to figure how the poisons work out themselves.

I am really glad someone made it through the entire game. I hope you enjoyed the experience as much as we did making this project.


Really nice style and solid gameplay. Sadly this is hampered immensely by how punishing it is to learn the new abilities you unlock. I got to the second poison, after which I had to figure out how to walljump using it and the first one together. I managed to get over by spamming the two abilities but filling up your meter sends you back to the last checkpoint, so I was stuck.

I think the game would benefit from slowly introducing challenges after each unlocked ability and then combining them at the end, rather than making it near impossible to get past the first obstacle without fully understanding how to use your skills.

However, I am only critical because I see a very good game here. The art style is unique and the mechanics themselves have the potential to be really solid. 

Good job!


Hey! Thank you very much for your feedback. 

We will try to focus on explaining the mechanics better and make a more friendly difficulty curve over the levels next time. 

Thank you for playing. :)