
Slime-san was minding his own business when suddenly… A giant worm appeared and gobbled him up! Deep within the worm’s belly, Slime-san has to face a decision: Be digested by the incoming wall of stomach acid... Or jump, slide and slime his way through the worm and back out its mouth!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
"We have over 150 levels!" "We have Speedrun, Boss rush, and NG+ Modes!" "We have a Level Editor!" Nothing about this game is charming. Nothing about this game stands out. You are not going to remember a single thing about this game. You deserve better.
Finally coming back to this after many years, and it's an absolute banger. Nice style, good music, good gameplay.
Not a good time.
💋
Slime-san: Superslime Edition, developed by Fabraz and published by Headup, is a fast, demanding precision platformer that channels the spirit of retro arcade challenge while layering in a surprising amount of content and personality. It presents a simple premise—a sentient blob trying to escape digestion from within a massive worm—but quickly reveals itself as a tightly designed test of reflexes, timing, and persistence. Beneath its playful exterior lies a game that is uncompromising in its expectations, rewarding mastery while rarely offering shortcuts. The foundation of the experience is its movement system, which is both simple and exacting. You control a small, agile slime capable of jumping, sticking to surfaces, and phasing through certain objects, all of which must be executed with precision. Levels are short but densely packed with hazards, forcing players to think quickly and react even faster. What sets the gameplay apart is the constant pressure to keep moving—many stages feature encroaching threats that punish hesitation, creating a sense of urgency that transforms each level into a race against time. This design encourages players to develop muscle memory and rhythm, turning repeated attempts into a process of gradual refinement. The structure of the game is built around a large number of bite-sized levels grouped into themed worlds. Each stage introduces new obstacles or variations on existing mechanics, ensuring that the challenge evolves even if the core controls remain unchanged. Progression feels steady, but the difficulty ramps up significantly as players advance, with later levels demanding near-perfect execution. The game embraces failure as part of its design, offering quick restarts that keep frustration from fully setting in, even during particularly punishing sections. What elevates Superslime Edition is the sheer breadth of content it offers. Beyond the main campaign, there are additional modes that remix the core gameplay in creative ways, including speed-based challenges, boss encounters, and alternate rule sets that require players to adapt their strategies. Unlockable playstyles and collectibles add further depth, giving players new ways to approach familiar levels. This abundance of content ensures that there is always something more to tackle, whether it’s completing optional challenges or striving for faster completion times. Between levels, the game features hub areas that provide a break from the intensity of platforming. These spaces are filled with quirky characters, hidden secrets, and optional activities, adding a layer of exploration and humor to the experience. While not essential to progression, they help give the game a sense of world and personality, making it feel more cohesive despite its abstract premise. Visually, the game adopts a minimalist pixel-art style defined by limited color palettes and clean, readable environments. Each area has a distinct look, though the simplicity of the visuals may not appeal to everyone. The design prioritizes clarity above all else, ensuring that players can quickly identify hazards and navigate complex sequences without confusion. This focus on functionality supports the high-speed gameplay, even if it comes at the expense of visual variety. The audio design plays a significant role in shaping the experience. The energetic chiptune soundtrack complements the fast-paced action, reinforcing the rhythm of movement and adding to the game’s intensity. Sound effects are crisp and responsive, providing immediate feedback that helps players stay in sync with the mechanics. Together, the audio and visual elements create a cohesive presentation that enhances the overall flow of the game. Difficulty is a defining aspect of Slime-san, and it is not a game that accommodates hesitation. The challenge is consistent and often steep, particularly in later stages where precision becomes critical. While this will appeal to players who enjoy mastering demanding platformers, it may deter those looking for a more forgiving experience. The repetition required to succeed can be both a strength and a weakness—rewarding for those who embrace it, but potentially exhausting for others. Despite its strengths, the game is not without its drawbacks. The reliance on a single core mechanic means that, over time, the experience can feel repetitive, even with the variety of levels and modes. Some sections may also feel overly punishing, especially when small mistakes lead to immediate failure. While the quick restart system mitigates this to an extent, it does not completely eliminate the potential for frustration. Ultimately, Slime-san: Superslime Edition is a finely tuned precision platformer that excels in delivering tight controls, challenging level design, and a wealth of content. It doesn’t attempt to reinvent the genre, but it executes its ideas with confidence and consistency. For players who enjoy fast, skill-based gameplay and are willing to invest the time to master it, the game offers a deeply satisfying experience. Rating: 8/10
Has really distracting shaking border. I thought it was just a stylistic choice for trailer. But it’s always there taking up most of the screen. Also really annoying animations between rooms
i wish slime-san and meat boy would get married
Super Meat Boy, pero sos un slime y no salis con callos en los dedos. Está bien hecho y es entretenido.
Missing old flash platformer games? Look no further! Perfect collection of 100+ levels with a lot of creative uses of just 4 actions - run, jump, dash, change state. Not only that, game offers a lot of optional challenges - collectibles, time attacks, trials, different playstyles. secret areas. So hop on (pun intended) and play. Just remember, be carefull what you eat.
I came to Slime-san hoping for a solid Meat Boy clone to sink my teeth into, and while it's similar enough and well put together enough to scratch the same itch, there are enough differences that give it more of an identity of its own as well. Let's start with the similarities: this game is a precision platformer with tight, responsive movement that feels great and has nuance and depth to it. You're quick to respawn and have to go through a long series of relatively short levels, optionally collecting trinkets along the way, before facing off against a boss at the end of each world. Level design is strong overall, offering a decent baseline challenge as well as ample opportunities to get faster times depending on your mastery of the movement. There are also unlockable characters with slightly different rules and physics. The first difference you'll notice is in your moveset. On top of the usual jump (and wall jump) there's a 4 directional dash, as well as a "morph" ability that serves three simultaneous purposes: it slows down time, it allows you to pass through any tiles, enemies or projectiles that are coloured green, and it also toggles certain tile types on or off. The rules are not *that* much more advanced than Meat Boy but on some of the levels you really have to juggle quite a bit between inputs, however it's really satisfying to try to master. The second and perhaps most crucial difference is the game's commitment and approach to variety. Simply put, it relentlessly throws new enemies, tiles and level mechanics at you, to an almost overwhelming degree. I did not count but it would not surprise me if there are more levels that introduce some new idea or variation, than ones that don't. It almost makes me wonder if the developers were afraid players might get bored and drop the game if new ideas weren't constantly introduced, though I can't imagine that being the case because Slime-san game absolutely nails the fundamentals. Still, this is probably the biggest "your mileage may vary" point: if you appreciate or crave such variety you will love the game, whereas if you prefer games with more restraint and focus, perhaps [url=steamcommunity.com/id/_y/recommended/321560/]ones where the design elevates and exhausts one or few core gimmicks[/url], you might be less enthused. Level structure is also a bit unusual. The vast majority of levels in this game are actually quadruplets, four unrelated individual screens with no scrolling or connection (besides thematic), each with its own collectible. It's certainly one way to keep things bite sized and emphasise variety, although it does have minor unfortunate consequences. The biggest one for me is that your performance is timed across all four screens that comprise one level, and there is no way to specifically only grind and practice, say, the third one, you have to do them all every time. Speaking of structure, this game features a hub level where you can talk to NPCs and spend your hard-earned collectibles on cosmetics, playable arcade mini-games and different characters. I have come to loathe the word "content" in recent years but there certainly is a lot to do in Slime-san. Every level has a "trophy time", and once you beat the game you unlock NG+ difficulty, which is functionally kind of like the Dark World in Super Meat Boy - harder variations of every level. And if that wasn't enough, there are also three free level packs as well as a level editor and sharing system. What about negatives? I think I only have nitpicks really. Very occasionally there can be minor visibility issues (I recommend turning off the side art when fighting the 4th boss) as well as minor audio issues mostly related to one type of morph tile. You have almost no leeway in the order you must complete levels in; if you ever wish to skip ahead and come back later it costs you collectibles and the game even warns you that this will prevent you from 100%ing it. A lot of the in-game text and NPC dialogue is very referential and self-aware in that quirky internet way, to a degree that gets a bit tiresome after a while. The fact that you must press Jump instead of Up to talk to NPCs or enter shops is also a bit awkward considering you also need to jump to get around the hub level itself and look for secrets. And needless to say with how many different ideas this game has (and the free expansions add even more) it's kind of inevitable you will like some and dislike others. But none of these nitpicks detract from the fact that Slime-san is an absolutely rock solid platformer with a ton of effort put into it that's bursting at the seams with both ideas and fun to be had. Very easy to recommend if you're into the genre as I am.
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Languages: English**languages with full audio support
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