Hungry Slime

Hungry Slime

Brandon Xie

Thesis Faculty:

Alexander King

Hungry Slime is an intentionally challenging puzzle game about optimizing your movement. Where you play as a slime that wants to eat an apple. Along the way you will face various obstacles, both external and internal. Figure out how to traverse the level and make your way back to the hole. Do this before you get tired and can't move.

Hungry Slime is an intentionally challenging puzzle game about optimizing your movement.

Developed in Unity Game Engine using C#
Art created in Aseprite

Why did I make this?

Hungry Slime stemmed from my interest in Fire Emblem last summer so going into thesis I wanted to create a SRPG. I felt that Fire Emblem poorly utilizes the terrain mechanic so I wanted to create my own SRPG with a emphasis on terrain. Eventually shifted away from SRPG and going fully into a puzzle game.

How did I arrive at my puzzle game?

I tried to figure out a undo system that took into count bomb detonating and other early mechanics but couldn’t quite figure it out. I thought to myself what if my games core mechanic is undoing. Then I thought what if the player can set a recall point and after some amount of moved they automatically recall back to that point. Essentially undoing their moves. Then I took inspiration from Fire Emblem’s maps that have turn limits and added that to my game to complement the recall mechanic.

What makes it challenging?

Forgot to set a recall point and now is stuck
One move away from completing the level and ran out of moves
Can’t move because they are on the water

The player easily lose due to not planning a recall point when examining the level as seen in the image on the left. Additionally players could lose track of how much they are limited to for a level. As a result the slime character flattens and can’t move anymore seen in the middle image. A rare reason a player might lose is they set a recall point above water when they were allowed to walk there due to a log. After they recall they can no longer walk because there is no log present to walk on. Lastly, planning when you need to set a recall point is really important to solve most of my levels. Every bit of moves count at the end of the day.

End of Year Showcase Photos

The one person who cleared all 30 levels. When the average clear was around 6 levels. Thank you so much for beating the game!

Brandon Xie

BFA design & technology
Brandon is a Game Designer and Developer based in New York. They're interested in how game environments shape player decision. They also have an interest in making board games. More specifically the idea of "communal gambling" in how it makes the boring aspects of board games such as waiting for someone to complete their turn fun instead of boring.