Source code

Thanks to Patricia Taxxon for the music (added post-jam).

Thanks to Lucas Le Slo for brainstorming mechanics and making a few of the levels.

All levels are unlocked - feel free to skip ahead if you're stuck.

StatusReleased
PlatformsHTML5
Rating
Rated 4.9 out of 5 stars
(9 total ratings)
AuthorDraknek & Friends
GenrePuzzle
Made withPuzzleScript

Development log

Comments

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I replayed Slime Stretch today and found that the solution for level D7 was different. I remember it creating a little aha-moment before, so I guess it's a cheese.


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I didn't use the platform to get into slime.

Would be great to see 50 levels added ;) 

Another great set from puzzle masters Hazelden & Le Slo. Thanx again, guys. (Maybe just a little hard to see spacial relationships, especially wall heights?)

Is this solution of D3 expected?

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It seems much simpler than another solution that move 1x1 slime to the platform below.

Thanks! Yes, that's an unintended solution - I've pushed a fix now.

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I'm stuck on D1, and found this walk-thru video, but it has a different map!?? Go to 25:00 and it shows more path below the bottom-right orange block? Did the map get changed accidentally?

Some levels were adjusted to prevent unintended solutions, including this one.

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Coming back to this every once in a while... fantastic little game

how do you do A3

My favorite puzzlescript game so far, I think

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i feel like a dipshit for asking this but how do you do A3

slimes are walls

i was hoping more for an exact moveset

Lovely, lovely, lovely game!! Super fun figuring these out

Nice update! The music is a banger,  and progression from c2 to c3 now feels much better.

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Loved it! I think D7 has a cheese though: link

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What do you mean?

edit: Ah, I see it now. Yeah, this is no longer possible after the update :D

Thanks! This should be fixed now.

It seems like there's an off-by-one error in bounds-checking when pushing slime: slimes cannot be pushed into the outermost row or column of a level. This is visible in levels A1 and A3, where the slimes cannot be pushed to the top of the level.

If I define a level as such:

section Level A0
.....
..p..
..s..
.....
.....

then the slime cannot leave the central 3x3 region of the 5x5 map even though there are no visible boundaries there. (Also the bottom row of the 5x5 map is not rendered, but I think that's because of the `translate:down:9` on Floor objects and is purposeful.)

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This is intentional, there are bugs if you try to push slimes against the level boundary but because of puzzlescript limitations it's awkward to detect if that's happening. So instead I prevent you ever getting a slime next to the level boundary.

Hopefully it's not too confusing! It's not really the cleanest solution but I hoped it wouldn't be very obvious.

Makes sense! I first noticed in A3, where it turned out that I could push the 1x1 slime south off the platform, but couldn't push it north.

I think the most confusing part is that it affects entering slimes, and the effect propagates. For example, if I define a level like

section Level A0
...$.
.s.s.
.....
.s.s.
.....
..p..
_____

then it's possible to enter the right-hand column of slime (because it runs into a wall) but impossible to enter the left-hand column of slime (because it runs into an invisible boundary).

I figured out all of them.  Great game!  B4 was the tricky one for me. 

stuck at B2, can I get a hint?

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Spoilers for B2 in in ascending spoilerishness:

  1. The big black gap is 5 units wide, big slime is 3 units, small slime is 1 unit.
  2. Small slime needs to "bridge the gap" somehow.
  3. Small slime needs to be in the middle of the black gap.
  4. Small slime needs to be on top of big slime first.
  5. Then push big slime with small slime on top to the edge and push small lime down to the ground.
  6. Finally, get into big slime, wobble over the small-slime-bridge and finish.


Screenshot

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Thank you!

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Predictably and completely brilliant considering the people involved. I thought the difficulty curve was spot on — not the sort of puzzling death march that requires you to bash your head on a level for days, but stuffed to the rafters with deeply satisfying and hard-won a-ha moments.

I felt C4 had a very Le Slo sorta vibe, so was pleased to see that was indeed a Le Slo level. And I was delighted to see the D7 mechanic finally surface after what-iffing on so many levels that by the time I reached D7 initially I didn't even consider it.

10/10 would slime again.

Fantastic little game! C2 reminded me of that Stephen's Sausage Roll moment when you realize you can put the fork into the sausage :D

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So good! D4 was the trickiest for me, but I managed to get it eventually. The grey shading really helps out with understanding the 3D layers, that is a nice touch!

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For me to. I am actually stuck on it. This is the farest I manage to go. Any advice ?

https://imgur.com/a/Tv6jGPw

Here's a small hint in ROT13, I hope it helps!

Gur fbyhgvba erdhverf OBGU bs gur pengrf - qba'g nyybj rvgure bs gurz gb orpbzr vanpprffvoyr :)

Thanks a lot Configuration, I will try that !

Ho ouaaaa, I made it. It was so clever ! Every move is important, especialy the first one.

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Wow the D section is tough. I've completed all of the levels except for D6 and D7 (D4 fried my brain) and I really like the level design. It's tough to count the distance between islands sometimes but there's only been a few levels where that's been an issue.


edit: I just beat D6 and D7. D6 especially looked like it was going to be a little messy when I started but it was actually very tightly designed. Great game!

Tricky! I had to skip about half of the levels, I’ll come back later and try em again.