๐จ๐จ SLIME 64 REVEAL TRAILER ๐จ๐จ
Join us for a 3D collect-a-thon platformer starring elemental slimes who combine their powers and collect Bells & Whistles to defeat an evil robotic enterprise.
We're super excited to finally show a first look at the full game. More to come!
Last chance to Jelly Jump on the deal! Croc Legend of the Gobbos Platinum Edition is 50% off on Steam, but the Spring Sale ends on March 26th, so don't miss it! ๐
Who knew rubbing my grubby little hands all over Unity's animation timeline would unlock Wurl's full potential for @Slime_64 (Models, textures, and animation are created by me. Do not use for AI training.) #gamedev#indiedev#IndieGameDev
platformerheads the world over, prepare yourself for a game that presents True, Uncompromising Gameplay: Slime 64
this Thursday, we will be interviewing the Man behind the Game @WaveParadigm
if you have forgotten what it means to enjoy playing a game, this will remind you
We're home from PAX!! A huge thanks to everyone who said hi at @Devin_Santi's Mr. Sleepy Man booth!!
We've got fresh new motivation to make Slime the best it can be - it's back to work for us, but in the meantime let us know what you think of these in-development screenshots!
We're headed to PAX West!! No booth of our own this time - instead we're helping out with @Devin_Santi's Mr. Sleepy Man! (the game is super rad go check it out)
That said - if you're going to PAX West and want a little Slime sneak peak, consider reaching out...
We've been working crazy hard - ton of progress this year. I'm finally starting to see the light at the end of the tunnel and have a concrete vision of what the final game will be.
If we can pull it off I truly believe it'll be a game people love and that we'll be very proud of.
With Slime we're doing everything in our power to make a game that delivers on fun movement, rewarding exploration, and charming characters - all wrapped up in a modern bow that lets you tailor your experience how you like.
We couldn't be more excited. Hope you'll stay tuned!
๐จ๐จ SLIME 64 REVEAL TRAILER ๐จ๐จ
Join us for a 3D collect-a-thon platformer starring elemental slimes who combine their powers and collect Bells & Whistles to defeat an evil robotic enterprise.
We're super excited to finally show a first look at the full game. More to come!
We've also got a Discord community for folks to ask questions about the game, compare Speedrun strategies, and share in their retro enthusiasm!
https://t.co/Z2KflcP3Kb
- getting stuck in committal animation cooldown, hitstun that lasts too long...
the other big one is "not following animation principles" - movement that feels too linear, or that otherwise doesn't feel exaggerated, can also feel Floaty.
Definitely a process!
the common factor we've found in folks who describe a game as Floaty vs Snappy relates back to a feeling of "responsiveness" - if they want to reach the ground and that's taking awhile, that's "floaty", but also if they are trying to pivot and it takes awhile to change direction-
I also hear "movement is too floaty"
And I don't disagree, but its buzz-word tier feedback, its hard to address because it means something different to everyone.
For this specific case I think its about priorities, I could spend 90% of my time polishing it until the ๐งต1/3