The True Slime King is a single player hardcore puzzle platformer with a focus on tight controls, challenging maneuvers, and mind-bending puzzles. All of this is achieved with just three buttons: left, right, and jump. Use your sliminess to stick to walls and cling to ceilings in order to avoid obstacles and reach hidden items. Whether you're a speed demon crushing records or you're just interested in progress through the story mode, one thing is guaranteed: you will die a lot in the process. But don't worry, you'll be respawned and back in the action just as fast as you can die.

Check out more about the game on the official Slime King YouTube Channel:

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Update 1.6.0

This update brings the final major feature to the Quick Play with the re-introduction of Story Mode levels. You can now race each other for fastest times on 120 of the Story Mode levels. The bonus levels and boss levels are not available in Quick Play because they aren't really time-based levels.

Additions and Changes:

  • Story Mode levels (that have been beaten in Story Mode on any profile) can now be played in the Quick Play area. Like with the community levels, the Story Mode levels also have fastest time leaderboards.
  • Added Quick Play filter option for "Last 7 Days".
  • Added Quick Play filter options for "A-Z" and "Z-A".
  • Added pages to Quick Play level select, including the ability to jump to any desired page.
  • Added sprites for the wall mushroom when it is in the air and when it is touching two walls.
  • Quick Play "Easiest" and "Hardest" filters now not only take into account completion percent, but also take into account how many people have completed the level. For example, a level with 40% completion rate and 3 completions is rated easier than a level with 40% completion rate and 2 completions.

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Bug fixes:

  • After getting a new personal record in Quick Play and returning to level select, the level card and level high score display wasn't showing updated data. It now does, no longer requiring you to refresh the page to view the updated stats for the level.
  • Fixed issue with Quick Play level select not remembering the level browse settings when exiting from playing a level to level select through the pause menu.
  • Fixed issue with Quick Play "fastest" time (in upper-left) not updating while in level when you get a new fastest time.
  • Fixed issue with server not correctly tracking level completion percents, causing the "Easiest" and "Hardest" level browsing filters to not work. The level completion percents have been recalculated for all levels and now the "Easiest" and "Hardest" filters are working.
  • Fixed issue with player primed jumping (jumping at the start of a level by just holding the jump button) not working because the input controller was prohibiting inputs while the game was fading in.
  • Buddy slime blocks now blink. They already had the code and graphics for blinking, but it wasn't functioning.
  • Fixed issue with slime buddy achievement unlocking in level editor and Quick Play areas.
  • Meteors no longer make explosion sound when they are destroyed from being too far outside the view.
  • Fixed issue with slime king movement/jump dust being placed one pixel into the walls. Now it is flush with the walls.
  • Fixed issue where there could sometimes be a 1 pixel gap on the Story Mode profile display cards where the profile name is.


Known bugs:

  • If "Allow window resizing" is off, resizing the window on the top or left side makes the window move. This seems to be due to how the following GameMaker functions work with windows: window_set_min_width(), window_set_max_width(), window_set_min_height(), window_set_max_height(1).
  • Quick Play replays/deaths cannot be deleted.
  • Replays don't display the correct positions when screen shake is applied to the view.
  • Level editor doesn't remember all settings when switching between playtesting and editing.
  • Some objects are still autotiled by the chunk loader when the room starts (such as the colored key blocker objects). These objects can occasionally tile incorrectly if their neighbors haven't yet been activated by the chunk loader.

Update 1.5.1

Additions and Changes:

  • Overworld doors now have a heart display that lights up if you beat the level without using extra lives.
  • Added 6 achievements for beating all levels in each zone (and one for beating all levels in Story Mode) without using extra lives. I apologize for those of you who have already beaten Story Mode levels without using any extra lives; you will have to beat the levels again in order to get these achievements. Before this update, I hadn't implemented any way for the game to determine whether a level was beaten without using extra lives, and so there is no way to grant these achievements after implementing this feature.
  • Fixed shading on all overworld locks.
  • Changed shading on some of the foreground tiles. Also added a 1 pixel buffer around the edge so the tiles don't leave gaps between the tile and wall when the screen is stretched.
  • The collision detection between rain and bees uses to use a point at the center of the bees, but now uses a circle (with a radius of 15 pixels). This means the bees will not be able to penetrate into the rain to kill the player if the player is sitting in the rain, since the bees have a collision radius of 14 pixels when interacting with the player.
  • Increased thunder volume from 0.5 to 0.75.

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Performance improvements:

  • Partially complete: Reworked texture groups to make performance more stable across all areas of the game. The texture pages for the game fell out of organization, and in combination with newly added features and content areas, caused the game to slow down significantly in some areas. I reworked the texture pages to increase performance across a range of areas in the game. The most notable increases to performance are in the Story Mode bonus levels and in Quick Play levels with a wide range of objects and tiles. Previously, there were areas of the Story Mode (and some Quick Play levels) that had over 300 texture swaps per second (this was very noticeable in the bonus areas), which would cause the game to run under 60 FPS for some computers and on Linux (using Proton). After implementing some fixes, the highest number of texture swaps I now experience is between 50 to 80 per second, which should hopefully provide a consistent 60 FPS to most computers (including Linux using Proton). I'm not completely done with fixing up the texture pages, but things should overall be better now than before.


Bug fixes:

  • When coconuts destroy walls/enemies, the surrounding walls/enemies now re-tile.
  • Coconuts no longer make the exploding sound when they are destroyed from falling off the bottom of the screen.
  • Fixed issue with storm clouds being able to move into squares occupied by walls and thorns.
  • Fixed issue with player priming the jump button before the character spawns. The collision sound with the ground wasn't playing, and priming the jump button also would let the player jump off through ground without technically touching the ground, allowing the player to avoid triggering blocks (such as buttons) under the player.
  • Fixed issue with replays getting created for the quick play validation area.
  • Fixed issue with some foreground tiles being shifted by a pixel when placing the tile in the level editor. This issue was introduced in update v1.5.0. Unfortunately, this bug fix will not change any tiles that were off on levels that were uploaded to the Level Exchange.
  • Fixed issue with background transitions in the overworld displaying the wrong background colors in the transition area. This bug was introduced in update v1.5.0.
  • Fixed issue with the game only allowing one functional end goo in a level. You can now have more than one end goo, and the level will count as completed when the player gets to any one of the end goos.
  • Fixed issue with level editor player spawn location not updating on level resize.


Known bugs:

  • Clouds can sometimes be pushed in the incorrect direction if the player is in just the right position when hitting the cloud.
  • If "Allow window resizing" is off, resizing the window on the top or left side makes the window move. This seems to be due to how the following GameMaker functions work with windows: window_set_min_width(), window_set_max_width(), window_set_min_height(), window_set_max_height().
  • Replays don't display the correct positions when screen shake is applied to the view.
  • Level editor doesn't remember all settings when switching between playtesting and editing.
  • Quick play doesn't remember the level browsing settings when switching between level selecting and playing.
  • Some objects are still autotiled by the chunk loader when the room starts (such as the colored key blocker objects). These objects can occasionally tile incorrectly if their neighbors haven't yet been activated by the chunk loader.
Changelog v1.5.0 - Seasonal Content and Amulets

Changelog v1.5.0 - Seasonal Content and Amulets

News

The True Slime King has been updated with 20 new levels and an assortment of amulets you can collect throughout the story mode to aid in your progression...

Changelog v1.4.0 - Expanded Options Menu

Changelog v1.4.0 - Expanded Options Menu

News

Update v1.4.0 brings a bunch of new exciting options features to The True Slime King. In addition, a lot of the code has been cleaned up to make things...

Changelog v1.3.1 - v1.3.4 - Bringing life to the game

Changelog v1.3.1 - v1.3.4 - Bringing life to the game

News

I've been hard at work to bring The True Slime King closer to full release. Check out what's been going on the latest updates, including new goo, new...

Changelog v1.3.0 - Level Exchange

Changelog v1.3.0 - Level Exchange

News

This update brings the much anticipated online level exchange (for sharing and playing community-made levels).

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The True Slime King Alpha 1.3

The True Slime King Alpha 1.3

Demo

Precision platformer where you play as a slime with the goal of reaching the goo pile at the end of each level to become stronger and stronger until you...

Comments
HalogenGames
HalogenGames

So I was just sitting down playing this for a while, I really like how unique a lot of the mechanics are, the sticking to roofs and such is a really cool idea!

I'd say this is going pretty well, I just have a few recommendations to consider as you progress:
-Maybe use space bar for jumping/enter for selecting levels. With jump and level select both bound to the "j" key I didn't figure out how to do either until I went through pressing every button on my keyboard. Space is often used for jumping because your thumb is usually resting on it, I'm sure you have your own reason for using J so maybe just an option somewhere in the finished game?

-When it came to selecting levels I had no idea what to do, tried clicking, pressing lots of buttons, if there was a prompt to say "j" is to select that would be fine, but if you're not going to prompt you should probably try using keys people will think of sooner.

-With the blue slimes, the introduction to them feels a bit unneeded where it is, it's important to teach your player about them, but maybe in a section where it would feel more meaningful.

Overall this is looking like a great game and I hope you get to finish it because I'm sure a lot of people will enjoy it! Best of luck!

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Josh_Penn-Pierson Creator
Josh_Penn-Pierson

Thanks for your input! There's a lot of stuff I want to implement in the game and a lot I want to improve. I'm definitely going to take your comments into consideration.

I think the next thing I'll work on is making the the controls more obvious or include some kind of tutorial. I'm also going to implement custom key bindings at some point. I originally was using "J" for jump because the character originally had a few powers they could use, so I had them under "K" and "L", but now there's no real reason to have the default jump button be "J".

Reply Good karma+3 votes
HalogenGames
HalogenGames

It's no trouble at all!

Yeah, even while you're in alpha states obvious controls or tutorials can be pretty important for the sake of testers. The alternate powers makes a lot of sense as to why you'd choose those buttons.

But yeah this game looks like it will become a really fun platformer as you continue development, I'll keep an eye on it to see if there are newer builds to test at later stages as well.

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