
Slime Squisher is a game where you need to protect a strawberry by squishing slimes with your cursor. Choose upgrades, get more powerful and survive waves of deadly slimes!
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About
In Slime Squisher, your main goal is to protect a strawberry by squishing slimes with your cursor. The slimes come in a variety of sizes and shapes. Some are fast, some are slow, some shoot bullets, and some are big and bulky!
Slimes have a small chance to drop gold coins. These coins can be spent on permanent upgrades which will make you more powerful on your next run!
Protect your strawberry at all cost! With each wave, you’ll grow stronger and eventually unleash total chaos onto the slimes!
Slime Squisher has a variety of different gamemodes to be played, some are more challenging than others. Create your own build by combining different upgrades.
Regular gamemode: Easy, normal and hard difficulty
Challenges
Bosses
30+ upgrades
Meta progression
Active abilities
And a lot of squished slimes!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
This is one of those games that you play not because it's good, but because you're bored and have nothing better to do. It's a game where you're a strawberry standing in the middle of a map while 4 types of enemies come at you: normal, quick, ranged, giant, then a boss at the end. Your mouse is your offense and defense: clicking enemies does damage and you have to "mouse over" projectiles to nullify them before they reach you. It's a very "meh" experience, just somewhat engaging. There are more glaring flaws with the game than there's anything to praise: [olist] [*] There's a lack of critical information such as enemy health (either current or even total), so you don't know whether to choose a small damage upgrade or a new "item", or even if there's a "low health" enemy that you should prioritize clicking on. There are also some perks that state "a chance to.." but never tell you what percent chance that is or how much it's improving. [*] Meta upgrades are pretty much the only way to beat the game. The perks to increase slots [b](PRIORITY!)[/b] / slow slimes / projectiles / click damage / click cooldown reduction / more perks to choose on level are all that you need. [*] The level-up perks are extremely imbalanced and arguably underpowered. Some are completely useless, some are mandatory. You [b]have[/b] to choose the "on slime click / death" ones, otherwise you're guaranteed to get overrun. The "orbital" ones are completely useless because it's pure luck if they'll be in the right place at the right time. Pro tip as well: [b]never[/b] choose item level upgrade perks (level 1 to 2) - the damage is absolutely minimal and you're always better off getting additional items or choosing click damage / cooldown / chance on click or death (ladybug). [/olist] Honestly, I would've refunded the game if it didn't feel so petty refunding a $5 game. Even this lengthy negative review feels petty for all this game is trying to be. This is basically a flash game you'd find on Kongregate for $5 and the quality matches. I 100%'d it but I can't say it was a fantastic experience, just "something to do".
only bad thing is how short the game is, some replayability at least.
Very short but okay-ish and easy Roguelite. Not the best one i ever played or you´ll ever play ngl. You are done pretty quick with the game. For my fellow cheevo-Hunters: Its an easy 100%
Cute, yet not so easy game, I love it! Great challenges and upgrades, and the clicker element is an amazing addition! :)
fun but short game
Good game. Cured my lifelong crippling depression!!
100% playthrough here: https://youtu.be/NZd0GGqthmM I personally liked the full game a lot better than the demo the shop makes it a lot more playable for me at least as a novice genocidal strawberry. The game does a great job of being challenging throughout since the numbers don't grow to a ridiculous rate you basically just get more types of abilities and some of them are quite neat. It's a pretty easy game to 100% and watching your little murder strawberry slay mass amounts of slimes is quite relaxing. I'm not sure why the spike shield grows to gargantuan size, but I'm glad that it did because without it I don't think I could have beat the game to be honest.
Slife ender, quite fun. All acheivements possible without too much hassle once you compelte the tech tree. Starts of a bit slow, but quite fun. 8/10
The game's not bad. But it starts out slow and feels kind of ponderous. I think it would be more fun if there was no cooldown on clicks. But the lack makes it very passive. You have a Strawberry (he/she/they are your base/tower) and they have some health and you want to defend them. Your primary form of agency is to mouse over enemies and click them. And that's definitely your best offence until your upgrades ramp up. The cooldown on clicking makes you feel very... powerless? in a weird way. There are upgrades to decrease that speed but I'd have liked it if there was more clickability. It's essentially a mediocre (but adorable) bullet-hell/wave survivor game. It's not BAD. But there's no middle button on the review and ultimately it's just a time waster. I think it moves too slow without enough capacity to really feel engaged. All the upgrades are mostly just "when a slime dies, something might happen" and some passive items that revolve around your Strawberry. Even the upgrades for clicking are either static numbers or "chance on click" so you don't get any tactical decision to deploy the scythe or the saw or the whatever. If you can get it on deep discount and you're bored, go for it. But I can also tell from looking at it that it'll be quite short even while the gameplay kinda feels long.
Hey this is pretty fun! Gets really hectic. Nice game.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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