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(+1)

I don't understand how to play. No matter what I do, I can get the green slime to move, but I can't for the life of me get the blue slime to move. After I get to the pink slime, nothing happens, so the game never ends. I assume I need both slimes up there, but again, I can't get the blue slime to move. Even then, the jumps required are so difficult to make, even with a double jump. My biggest complaint is at the beginning of the game, without doing anything, the green slime is in danger. "I have not done anything. And I'm losing." Also, the cannon noises are so loud and are often distracting. 

(+1)

Hello StewieLewi, and thanks for the feedback! 

These are all things I intend to improve for the next version of the game. As is stated in the description, I didn't quite have enough time to get the level together and test it. I think I designed and created the level in 30 minutes or so, hehe. There is also no real ending to the game, but the goal is to get to the red slime with both of your slimes. I will add an ending message or a little ending animation in the next version of the game.

You can switch between slimes with SHIFT (not F like was written in the description earlier). I had made a slight mistake when writing the controls down into the description (due to lack of sleep I guess ;D), but it is fixed now. Also, the slime you control is always highlighted with a white outline to make it easy to see which slime you are currently controlling.

I had a list of things I wanted in, which I listed in the description. One of these was to fully implement the link as I designed it. It's supposed to keep both of your slimes moving as it will start breaking and dealing damage when the slimes get too far apart.

The cannon in the start was a quick idea I had to compensate for the lack of a functional link. It would make it so you have to move the green to safety and only then you could switch to control the blue one. I now see that this idea does not work as there is several other safe spots in the level and this only hurts the player experience. I hope to improve on this when I design the levels for the next version of the game with the above mentioned spirit link.

If you don't mind me asking, what specific jumps in the level were difficult to make? (just to avoid making them in the future ;) )

Thanks for playing! Much appreciated! =)