Princess Loves Slime
by JuicyDots
2D Game
2DCG
Adventure
Animated
Combat
Fantasy
Male Protagonist
Monster
Platformer
Puzzle
Vaginal Sex
The princess has been missing for weeks! Not a single attempt at rescuing her has succeeded due to the machinations of the cave trolls. As a lowly slime, you've decided you're tired of your prescribed life of harassing newbie adventurers and want to become a hero. Rescue the princess! As a slime, you can absorb other bits of slime to become bigger. However, using your slime abilities will reduce your size again.
Screenshots
I weighed giving this 4 stars because the ending cutscene is really good if the pixel aesthetic and tentacle/slime on girl are your thing. But with that being the only scene for all the brutally difficult levels I'm not sure it's worth 4 stars without at least a little tease halfway through or something. While there is something to be said for challenging games on their own merit, the precision required here is too exact. Panderbox's review goes into details on the mechanical flaws, and I suspect that either the spike's or slime's hitboxes are ever so slightly larger than they appear (for instance, in level 15 you can step off a ledge for a necessary falling section and be killed by the spike directly below it that you'd expect to pass safely by). Additionally, none of the controls are actually explained in game. Granted, they are explained in the dev note in the OP, but when evaluating the game as a self-contained unit there's no indication there even is a projectile, much less how to perform it.
It's an interesting precision platformer, it has some flaws like the hitbox of the spikes being slightly larger than that of the ground and the slime not being able to jump off the platform at certain points. I finished it in 1 hour and 10 minutes, it's a short game but the ending has a good princess animation. 8/10
Review at v1.0 - Completed without cheats for full experience. Time estimate : 30 mins tl:dr a poor attempt at recreating "I Wanna Be The Guy". The major reason this is being rated so poorly is that it feels like this wasn't polished enough to justify what the game asks of you. If you are going to make a game that has a hardcore platformer as its inspiration, you need to take several ideas into account which unfortunately this has ignored. 1. Unresponsive movement - Double jumping being solely tied to falling means there's a very strong chance of just not jumping at all. In later levels this is an instant failure, being forced to mash the jump button to ensure you go up when double jumping is not great. There also either very little or no input buffering which leaves several jumps almost frame perfect in the latter levels. Given how tight some of the platforming is required to be this feels somewhat inexcusable. 2. Inconsistent hit boxes - Due to the nature of the grow mechanic it would sometimes just off you due to growth, combine with moving objects which sometimes have variable hitboxes and this leads to disaster. Not having a consistent idea of where your deathzone is just leads to a lot of confusion when navigating later spike slaloms, especially when grabbing slimes mid fall. 3. Timing desyncs - A missed timeframe for some of the latter platforming segments completely desyncs the level function (toggle boxes being the main culprit). This is quite bad, as it can sometimes render a level unwinnable by accident, leading to a restart. 4. Input Lag on start - Not sure entirely why, but on mouse and keyboard you have to re-input movement keys to start moving in that direction if you die. This is normally okay, but one level near the end is a race to the door and getting a second or two delay just from reloading after death means you sometimes fail just because it didn't want to move on start-up. If you're going to have such a tight window of opportunity you need to test this kind of scenario. Overall the lesson is, is that difficult games like IWBTG, Celeste etc. usually balance their frustration factor by being very clean in execution. I want to rate this higher as thought has been put into the level design and concept, but this is messy in areas it shouldn't be which is why the rating is poor.
Hey. Easily one of the best game on this website. Platforming starts to get insane from lvl 8. (A little to hard for me). But good guy toboki uploaded a cheat version on second page of the discussion. So all lazy bones can check out the slime-boy's reward. Best part no NTR. Dig in.
Game: Princess Loves Slime [v1.0] I fully acknowledge this game is not for me. I've never been a fan of 'difficult' platformers, unless they are **really** well done. For what it is, this game is fine. Put this into save.txt to beat the game: girlslovetheslimyboy Game Play: 3/5 You control a slime with limited jumps/projectiles, and you can take exactly 1 hit before you die. Movement does not feel great. I wish there was input buffering, which would alleviate a lot of double-jump issues. Story: 3/5 It's there. Kinda. A single cut-scene at lease. I with the game started with something (alongside explaining the basic controls) Art: 5/5 I love the ms-paint aesthetics. The pixel art is decent, too. Sound: 3/5 There are basic sound effects. Linux Compatibility: 3/5 Runs fine through wine.
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