
A minimalist top down shooter with slimes.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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Slime Corp is a top-down shooter game. This game is pretty glitchy, from the menu being super hard to navigate with a mouse and with barely any settings, the game on easy is very hard to play. You get very limited ammos, there are a ton of enemies and most often than not they spawn right on top of you siphoning your health dangerously low. The game could've really used a spawning location warning or some safe zones, because this is barely playable. Also the right click function seems to be doing nothing... Overall, pretty unpolished and unfair game.
Oh wow is this game punishing and has little to no replayability.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 26 reviews with recorded playtime.
[h1]Before I played Slime Corp, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
super chaotic arena shooter, very difficult. enemies just kind of spawn all around you, and you can get screwed over pretty easy. pretty fun though, and it's free so you can't complain much.
не рекомендую витрачати ваші 10 хвилин.
"Slime Corp" is a really badly made GameMaker Studio template flip, basically some really badly done sprites dropped on a basic twin stick shooter game template and rushed onto Steam for god knows what reason why. It doesn't have any value as a real game, the "tweaks" done to the game template (that can I guess be loosely described as "game development") are about as bad as the sprites. This kind of game is problematic because it creates pollution that Russian asset flippers have to compete with to get their asset flip scams profiting. What do you do in the game? It's a very, very lame and shallow twin stick shooter relying a bit too much on badly done procgen, so you can experience the joys of not enough ammo and enemies spawning directly on top of you, killing you. But this is academic, nobody in their right mind would take shovelware like this seriously. The game is really simple and unambitious in terms of implementation, more of a tech demo or one of those cases where an amateur developer spends $100 to publish something on Steam Direct to see if it's possible. Yes, obviously it's possible. A proof of concept, tech demo, or something that's less than a little blip on the radar isn't offering anything truly valuable to gamers. The graphics here are particularly awful, so bad that it actually stands out as one of the worst looking games on Steam. Quite an accomplishment. Not only is is pixelcrap, the absolute laziest substitute for actually doing game visuals, but the developer turned on the GameMaker Studio screen filter, making it look even worse, on purpose. It's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. This was made with the godawful "GameMaker Studio" construction kit/toolset, which is popular amongst amateur developers because it handholds you through making really crap 2D games that you can publish for $100 on Steam Direct. This lets you pat yourself on the back for pretending to be a real game developer, which explains why GameMaker Studio is responsible for so much ignored garbage on Steam. GameMaker Studio has never really been used to make a truly successful game, but that doesn't stop people from trying and failing. It's a particularly bad game engine that can only be used for making low quality 2D products. Like this. You can't make a silk purse out of a sow's ear, as the old saying goes. Another reason this particular game wasn't successful. Now on to pricing and value for gamers. This is "free" enough (not every "free" game in the "free" section is truly free, there's usually some hidden price tag), at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good, and the cost of a game is more than just financial, your time is valuable too. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 8 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Given that this free title won't increase your game collector count, is it worth your time to add it to your library? I think you should give this one a miss. Although it's free, your time and storage are valuable resources, and the market is filled with superior options.
Eğlenceli ve hızlı tempolu bir retro shooter. Slime toplamak ve kaos yaratmak için güzel bir seçenek.
Yes.
SO HARD I CANT BENT A GAME E
Что делать , то в игре и каким образом играть? это точно игра?
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.