
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
Fun short incremental click defender.
It's ok
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.
ひたすらスライムを潰す(squish)ゲーム ハードは未強化だと35ウェーブもあるうちの数ウェーブで死亡するレベルの鬼難易度 面白いし、やりごたえもあるけど、全モードクリアしたら エンディングもなく終わりなのがちょっと寂しい (お金もショップをコンプしたら使い道がなくなってしまう) スライムは、なぜこのイチゴに執着してるのだろう? そもそも、なぜ主人公がイチゴなのだろう? ダメージを受けた時の「ウッ!!」って声からして男性のようではある ゲーム自体はとても面白く、キャラクターも可愛いので どういう世界観なのかちょっとだけ気になる
모든 도전 과제 달성. 마우스 왼쪽 클릭으로 적을 누르는 것이 공격인데, 공격하자마자 빠르게 근처 적들에게 마우스를 가져가면 여러 마리를 공격할 수 있다. 게임 플레이 할 때 밑에 업그레이드 칸은 가져갈 수 있는 스킬 개수다. 그리고 여기에 들어가는 스킬들은 '무당벌레'를 찍으면, 적을 클릭하거나 처치할 경우 스킬이 발동할 확률이 올라간다. 즉 '무당벌레'는 나오는데로 1순위로 찍자. 슬라임 퇴치 상점에서 업그레이드 칸을 늘리고, 게임 플레이하면서 그 칸을 가득 채운 후 무당벌레 조금 찍어주면 적들이 살살 녹는다. 슬라임 퇴치 상점은 몇 판 해보면 뭐가 좋은지 알 것이다. 그래도 1순위는 업그레이드 선택지 추가. 특별히 신경써야 할 도전 과제는 2개다. (1) 한 맵에서 총 4개 장착하기 (2) 첫 번째 맵에서 적에게 처맞지 말고 승리(모든 것을 업그레이드하고 시도하면 너무 쉽다.) 나머지는 스킬 + 업그레이드 모든 것을 구매, 모든 맵 클리어. 플레이 타임(3.2시간)을 보면 알겠지만, 상당히 쉽다. 그리고 업그레이드 하면 발전하는 재미가 있었다.
(Deutsch gibt's unten) Nice game reminds me on the good Amiga 500 Time. :-) + Nice graphic design + Music + Handling + Ingame Upgrades + No Problems with the contast of the Game and Colours + No Bugs seen (only slimes) --------------------------------------------------------------------------------- Schönes Spiel erinnert mich an die gute alte Amiga 500 Zeit. :-) + Schönes Graphikdesign + Musik + Handling (Steuerung und Bedienung) + Die Auflevelungen im Spiel + Keine Probleme mit dem Kontrast oder Farben (die sind wirklich gut gewählt) + Keine Käfer (Bugs) gesehen (nur Schleimfiecher).
Aim training için süper
🫵🤣👍
Slime Squisher, developed and published by EagleEye Games, is a lighthearted but surprisingly engaging arcade-style roguelite that blends clicker mechanics with tower defense and action elements. At its core, the game is about protecting a vulnerable strawberry from relentless waves of hostile slimes by frantically clicking on them, activating special abilities, and gradually building a loadout of upgrades that improve your odds with each attempt. While the premise is simple and the mechanics are easy to grasp, the game hides a fair amount of mechanical depth under its colorful, cartoony surface. It’s a small-scale indie title with modest ambitions, but it executes its core loop well enough to hold attention for a handful of enjoyable hours. The presentation is cheerful and minimalistic, which suits the game’s tone and pacing. The visuals lean into 2D cartoon aesthetics, with squishy, bouncy enemy designs and clearly readable animations. Each type of slime has its own behavior and personality—some move slowly but absorb more hits, others dash quickly toward the strawberry or shoot projectiles from afar. These differences, while not radically complex, are enough to make you stay alert and prioritize targets based on the wave composition. The bright color palette and exaggerated effects—like slime splashes, crit indicators, and cooldown flashes—help keep the screen readable even during chaotic moments. It's not a game that dazzles with graphical fidelity, but it understands the importance of visual clarity, especially in a fast-paced clicking game where reaction time matters. Gameplay is focused and loops around a structure that will be familiar to anyone who’s played a roguelite. You start with limited tools and fight increasingly difficult waves of enemies, each wave growing more complex or aggressive. Between waves, you’re offered a choice of upgrades—ranging from increased damage to passive bonuses, status effects, or area-of-effect attacks. There's a random element to these upgrades that ensures each run plays out slightly differently, and over time, you also unlock permanent meta-upgrades that persist across sessions. These unlocks include things like more ability slots, access to stronger weapons, or passive bonuses that affect your starting stats. It’s a classic risk-reward setup: survive longer, upgrade faster, and eventually find the perfect synergy of abilities to beat harder difficulties. The game’s design is tailored for short, repeatable play sessions. You can jump in, complete a few waves, experiment with a new build, and hop out again without needing to commit to a long-term campaign. This makes it ideal for players who enjoy incremental progression and quick satisfaction. That said, after several hours, repetition does begin to creep in. While the variety in slime types and upgrades offers some replayability, the basic act of clicking slimes and managing cooldowns doesn’t evolve much beyond its initial concept. The charm starts to wear thin if you’re expecting a game with substantial depth or narrative hooks. The game does attempt to counteract this with a few different difficulty modes and optional challenges, but the core experience remains fundamentally unchanged regardless of how you engage with it. Where Slime Squisher shines most is in its feedback loop. The game is satisfying to play moment-to-moment—clicks feel impactful, slimes pop and splatter with pleasing sound effects, and leveling up during a wave provides a real sense of progression. The addition of abilities like orbiting weapons, area bursts, or auto-click enhancements give you more tools to work with as the pressure ramps up. These mechanics help the game avoid falling into the trap of becoming a pure idle or clicker game, as you’re always making moment-to-moment decisions based on the threat in front of you. There’s also a light strategic layer in how you combine and prioritize upgrades: should you focus on maximizing your click damage, or invest in orbitals that defend passively? Do you want to boost critical hits, slow down enemy movement, or improve your strawberry’s health pool? Still, not all of the upgrades feel equally valuable. Some combinations are clearly stronger than others, and certain abilities offer minimal benefit unless paired with specific synergies. This can occasionally lead to frustrating runs where your upgrade choices don’t align with your needs, particularly on higher difficulties where precision and power scaling become essential. Additionally, the game’s early runs can feel a little slow, as your initial toolkit is limited until you unlock more slots or passives. These issues aren’t dealbreakers, but they do reveal the game’s limitations, especially for players looking for a highly tuned challenge or the strategic complexity found in more elaborate roguelites. Technically, the game performs well and is accessible even on low-spec systems. Load times are near-instant, inputs are responsive, and there’s little to no noticeable lag, even during busy waves. The UI is clean, with important elements like health bars, cooldown timers, and upgrade prompts clearly presented. The overall user experience feels smooth, which is crucial in a game where precision and rhythm are at the heart of the gameplay. Language support and Steam features such as achievements and cloud saving are also included, which speaks to a level of polish beyond the game’s price point. Ultimately, Slime Squisher is a compact, fun, and surprisingly addictive indie title that knows what it wants to be and delivers on that promise. It’s not groundbreaking, nor does it pretend to be. What it offers is a satisfying loop of progression, chaos, and occasional strategy, all presented in a bright, friendly package that can easily be played in bursts. Its biggest strength is its simplicity—there’s no convoluted mechanics or overwhelming systems, just a core gameplay loop that’s easy to pick up and hard to put down, at least for the first several hours. While it may not hold your attention forever, it’s a charming and worthwhile entry in the casual roguelite space, and at a low price, it’s a solid addition to any fan’s library who enjoys games that mix light reflex action with incremental rewards. Rating: 6/10
gooood fuuuun gaaaame
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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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