SLIMEBALL is being made into a full game! Support it on Patreon: https://www.patreon.com/cw/Kabloop

Oily slimes are on the loose! Kat, a warrior cat wielding a giant sword, has been tasked with clearing them out and helping the Skremplets. But who is behind these freaky slimes? Play now, and find out!!

Made for the Robot Party Game Jam 2025!

Note: Those on very slow connections (less than 1mb download) are recommended to give the game some extra time to load so the music can load as well.

Controls 

(Keyboard/gamepad)
Arrow Keys/D-Pad - Move
Up Arrow/Up D-Pad - Talk/Continue conversation
X/(A) - Jump
Z/(X) - Hold to charge, release to attack.
F9 - Restart level from checkpoint

If using a keyboard, please play in full screen!

Credits

Programming, Art, Design and Writing by me, Kabloop!

Additional Assets (via asset packs)
KennyNL (Art)
@nyk_nck (Art Effects)
Original music by Marllon Silva (xDeviruchi)
"Sound Effects by Coffee 'Valen' Bat

Community Skremplets Featured (from Discord)

Caulifordo - By Crowno
Gormo - By BIG_FROG
Agni - By Rayluaza

Additional Links:
If you liked this game, then please check out my game, DIGGERGUN, on Steam. It's a life-sim about the cost-of-living and minimum wage workers.

Gamedev Facts

  • Game Engine: Construct 3
  • Dev Time: Around 8-10 days
  • Resolution: 128x128 (1:1)
  • Sprite Size: 8x8 tiles for the environment, and 12x12 for characters. Kat's sprite size is 16x16 to accommodate her sword (charging and attack animations).
  • Colour Palette: 16 colour PICO-8 (https://lospec.com/palette-list/pico-8). I actually really like it! I will probably use it again for my next project.
  • Cut Content: Nothing substantial. I wanted to add some "challenge" rooms, but ran out of time. I also wanted to add a Skremplets town... but it was cut pretty early on as it didn't seem necessary.
  • Hardest part of development: There were numerous bugs around the charge and attack gameplay. Fixing them required some code rewrites towards the end of the project, which is always a pain.  I always find it challenging when starting a game to find the "viewpoint"... I would define that as the visual aesthetics and how the player sees/interacts with the game (resolution, sprite size etc). This is where most of my projects get stuck, as the game doesn't "feel" right. For this game I decided to use PICO-8 style sprites, expanding the size constraints where needed. Everything just flowed together well from there (for once).
  • Funnest part of development: Getting the combat to work and it clicking instantly. It felt amazing. I got that mechanic in day one and from there everything just flowed. I also loved seeing the community Skemplets!
  • Fun Fact: Nate the Dog is based on my best friend, Nathan. People frequently compare him to a dog (in a positive way!!!), so I took the opportunity.
  • Other Thoughts: I wanted to make something cool, which I felt would appeal to Kyle and chat. I tried not to worry too much about how everything fit together... I just tried to make something which I felt suited the overall theme and community of the jam.

Make sure you check out the other games in the game jam!

If you want to buy me a coffee: Ko-Fi link!

Comments

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Just replayed it. Apparently I was right at the end last time. Really nice game.

Thanks JasherJr, sorry I was so focused on your bug report, I forgot to mention how close you were to the end! Thank you for replying the game and I'm glad you enjoyed it!

Congrats on getting a game done for the jam! I ran into an issue. There's a part where you have to use your charge attack to boost past spikes several times as you go down stairs. After I boosted past the last set of spikes I mysteriously teleported to an entirely different area. An area with a stair case to the left and a checkpoint on top. I dropped down and fought the slimes just fine, but in the next area with the Boyhowdy lore I got stuck. I read all the lore entries, and the giant egg hatched, but I can't interact with anything. The door on the right side of the room doesn't work, and I can't jump on the platform under Boyhowdy. It seems like some key variable or something got bypassed by the weird warp skip.

Hey JasherJr, thanks for you comment. I'm sorry your experience was interrupted by some bugs. I'm going to look into it and see if I can fix it. Thanks for reporting it! I'll get back to you when I have more information.

No worries about the bug! They happen. I'll be sure to play again if you get a fix uploaded. I just wanted to let you know so you might be able to fix it before it gets streamed.

Hey JasherJr, I had a look into it.

What you experienced are two separate bugs:

1) The first is a bug which I don't know how to fix at the moment. Essentially, it occurs when the player is too close to the spikes and releases their charge. The code thinks the player is not on the floor (due to a collision box issue), and so it will teleport the player to the closest floor and then continue the action. I tried to fix it, but I was unable to at the current time. This doesn't affect progress unless the player is out of bounds.

2) The problem at the end of the game was caused by some irregularities in the game's cutscene code. I have fixed some of those "holes" in the code. Whilst I don't know if this has fixed the issue entirely (as I struggled to replicate the issue), I'm hoping this significantly reduces the chance of this occurring.

You're more than welcome to try again; however, if not, then I really appreciate your feedback. Thank you for helping me try to fix some bugs, it's very much appreciated!!

(+1)

No problem! I'll be happy to try it out again.