A solid little concept, the homage to ultrakill via the text crawl and cold open is appreciated, though it plays rather more like OG doom. The only real criticism I have is that the platforming is a little unforgiving and it can be difficult to tell with the lighting where the pitfalls are. The bondage elements are sparse in terms of actual interaction with the idea, in future versions I'd like to see progressively slimed enemies, maybe larger enemies that you can disable piecemeal by shooting arms, legs, mouth, etc.
4/5, well done.
Viewing post in Guilty Slug (GameJam) jam comments
Glad to hear you liked it! The controller was meant to be much more like Ultrakill with movement options and a style meter, but they were cut because of time. The player controller basically got gutted on the last stretch and that affected the whole project. The original level was much more open so you could choose blast through the horde or climb around for a secret achievement like in Ultrakill. There was also the idea of a shader and decals for more slime, but again they were cut because of time constraints. The code for decals is still but never made them work correctly.