
Slimecide (Demo)
Slimecide (Demo)
Slimecide is a pixel action game where you play as a colonist who landed on a hostile planet inhabited by aggressive slimes. Each defeated slime leaves behind a rare and valuable resource — a slime soul. Venture out on dangerous expeditions, fight off waves of enemies, and ensure your colony’s survival.
This game is completely free. However, your feedback is invaluable! Please take a moment to RATE it honestly based on your experience.
Controls:
Move: WASD / Arrow Keys
Interface: Mouse
This is a demo! This version includes the first level.
What’s coming in the next update? We’re adding lots of new things to make the game more fun:
- A second level with a new big boss
- New weather events that change the game
- A system to upgrade your character after each mission
- New weapons and items to use
- New pilots to unlock
- New game mechanics and abilities
- Music and sound effects
- More enemies and exciting boss fights
💬 Have feedback or found a bug? Join our DISCORD or leave a comment!
Credits (Game assets from)
CraftPix RPG Top-down Assets
CraftPix Cyberpunk Platformer
CraftPix Fantasy Icons
Thank you for playing Slimecide! This is a demo version featuring the first level. We're just getting started — in the future, we plan to add new mechanics, abilities, music and sound effects, enemies, bosses, and more levels. If you have any feedback, ideas, or bug reports, feel free to leave a comment or join our Discord. We’d love to hear from you!
Published | 26 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.2 out of 5 stars (5 total ratings) |
Author | Free Game Assets (GUI, Sprite, Tilesets) |
Genre | Role Playing, Survival |
Made with | Unity |
Tags | Action RPG, Arena Shooter, Bullet Hell, Pixel Art, Retro, Roguelike, Slime, Survivor-like, Top-Down |
Comments
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The game is a Vampire Survivor like or Autoshooter, and this formula proves itself fun in any iteration.
There is very little help in understanding how the game works, so the first couple of runs could end without you even realizing it.
Some stats are mandatory for having a good run, health regen is a must because is very improbable to dodge or having enough damage to handle the enemies at the start.
Some combination of Heroes and Monster + initial weapon just doesn't allow you to progress in the run, and other weapons are overpowered in a way that makes them the best build.
After the initial wall, when you understand what is good, the game becomes way to much easy.
Chest and progression feel awkward, it's not intuitive, and needs different runs to understand what you're doing.
The balance within stats, weapons, shards, and artifacts is messed up.
Now, I think those problems could be easily resolved with changes:
- Make Pilots have a starting weapon.
- Make Pilots specialize in that weapon category.
- Tune up the weak weapons and shards.
- Make the chest's timer stop when picking it up.
- Increase the power of the weapon in the early game or reduce the health, speed, and number of enemies at the start.
It would be great to add a rating.
So that there would be a visible goal of competition with other players.
I played for 1h and 30min
Home screen
Very nice pixel art, but it's strange how it seems to be something special, but I'm in a forest and it seems to be here on Earth. The lack of sound was strange.
I went to the training room and left immediately.
On the first try, I didn't understand much.
In one match, the wind threw everyone near me to the edge of the map and there was a drop in FPS.
In another match, at a certain point, it becomes impossible to get the chests, so I can only run and there is no damage to evolve and collect experience. When completed, the skill improvements seem to have no effect.
It took me a while to understand the concept of pilot and body.
In another match, I managed to go further. This time I felt the pilot's skills helped.
I tested the characters and chose to use the 3rd pilot and the 2nd body and focused on the movement and the power of the green smoke. then I managed to defeat the boss
Observations:
I didn't find any bugs.
I work in the art field, so the different pixel sizes bother me a bit.
Visually speaking, the ice slime looks a lot like the initial green one.
The wind changed the gameplay, but I didn't notice any difference in the rain.
Needs balancing. Don't feel like you can really play anything other than elemental base, no body that benefits ranged, pretty clunky overall and not much benefit to moving well when slimes are so fast and you're so slow
It has some potential, like I wanted to play it, but it's too shoehorned right now to go through it being unable to play in any different way
Overall, I thought this was a fun demo, with a lot of potential.
The most glaring problem with the demo is the lack of sound effects. I'm sure when those are added, it will pack a lot more punch and will be more fun to play. As it is, the lack of auditory feedback makes it seem a bit... floaty?
I found the player+enemy scaling a bit confusing, and difficult. The chests seem too random, and even with what I thought was a well-upgraded character (3 weapons, some twice, multiple level-ups and shards, 5 artifacts) I couldn't one-shot the basic slimes, and they kept multiplying. It badly affected the FPS, and by the time the potato boss came on screen no strategy was possible as there was just a swarm of slimes and constant jittering. I hope this isn't just a skill issue :D
It was unfortunate, because I couldn't experience the potato boss's unique attacks or learning timings because the game was just unplayable at that point.
So yeah, more consistent scaling and definitely adding sounds will help.
Some more minor feedback - the upgrade details red/green colouring, while "correct" (red=down, green=up) isn't that helpful at a glance to players; for example having a higher cooldown timer is bad for the player, but it's coloured green.
Green should be good, red should be bad, imo; keep it simple for the player.
Another little annoyance was with the chests. When you're in the zone and the bar starts filling up, often it's obscured by other bars and you can't see how far along it is. Sometimes the chest despawned before I could pick it up, while being in the pickup zone! I suggest once the player is in the zone, the despawn timer should deactivate.
BUG: I managed to get overlapping "Defeat" and "Level-up!" modals, which was just confusing. Defeat should clearly take priority here.
BUG: At least on the 3 browsers I tried, on itch.io, the fullscreen button make everything blank and then it was still blank when I turned off fullscreen. I had to reload the page to play again.
I had a hard time using the training ground. The GUI seemed to be cut off (and the in-game GUI was a different scale). Escape worked to close the modal, but overall I found it easier to learn by playing.
One thing I absolutely loved was the weather effects. A very neat feature there, and hopefully one which will expand in the future as different skills and different enemies behave differently in different weather.
Ok, it turns out if might have been a skill issue!
A couple of other points:
* It's not immediately clear which weapon the shard upgrades target
* Two different upgrades have the same name
* It's still great fun
You just have to find the right build.
I also started with zombie and melee weapon and it's unreal, because even you're fat.
CD 8 secund for your skill and you can't even kill anybody.
Waiting for the next chapter :D
I didn't get how to use human characters (girl and 2 dudes), cuz even I'm trying to pick them - i have to play a monster anyway.
Good game btw! Keep doing!
Slimecide Review
Overall Opinion:
Positive:
Needs improvement.
First Impression
Game sessions
Session One: Chriss / Ghost
Session Two: Nameless / Imp
Session Three: Hussain / Zombie
Session Four: Chriss / Lich
Session Five: Hussain / Zombie
Session Six: No name / Vampire
Session Seven: Chriss / Ghost
Session height: Chriss / Zombie