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Nightmare balance changes and bug fixes - v1.20b
A couple of jumps in Nightmare mode have felt unfair, and have been adjusted Firstly, on this jump, the mushroom on the bottom left could push you away after you had already landed on the platform. The segment has been slightly adjusted, so that if you land on the new smaller platform you can not get hit by the mushroom when swinging up. The mushrooms have been slightly adjusted to maintain a similar level of difficulty otherwise
The second jump that was adjusted is this one in the Chasm, it often caused the player's body to lose momentum because the player's body would bump into the top part of the opening.
In the normal map, areas where you are expected to walljump are marked with slightly different visuals. Originally, I hadn't added these to nightmare mode, but I've added them in with a new visual style. Dashed lines now indicate places the player is suggested to wall jump for a section. Of course there are multiple ways to clear many sections, so they are just suggestions. In games where you can easily lose a lot of progress I don't want players to have to guess too much at the path they need to take forward.
Camera not following after taking the portal in Spring Falls The arm joints that connect to the ground no longer get separated at least on non-moving objects Prevented a bug where you would get stuck looking around if you pause while looking Updated ground jump logic - you should be able to jump off of spiky surfaces consistently now Fixed display issues with certain text (especially splits) And others Also congratulations to purple for the first clear of Nightmare mode in under 8 hours of playtime!
If you've tried the map you'll know what an impressive time this is. Upon finishing the map, it took me a bit over 8 hours of playtime to complete.
[ 2025-02-09 23:37:17 CET ] [ Original post ]
Level adjustments
A couple of jumps in Nightmare mode have felt unfair, and have been adjusted Firstly, on this jump, the mushroom on the bottom left could push you away after you had already landed on the platform. The segment has been slightly adjusted, so that if you land on the new smaller platform you can not get hit by the mushroom when swinging up. The mushrooms have been slightly adjusted to maintain a similar level of difficulty otherwise
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The second jump that was adjusted is this one in the Chasm, it often caused the player's body to lose momentum because the player's body would bump into the top part of the opening.
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New walljump markings
In the normal map, areas where you are expected to walljump are marked with slightly different visuals. Originally, I hadn't added these to nightmare mode, but I've added them in with a new visual style. Dashed lines now indicate places the player is suggested to wall jump for a section. Of course there are multiple ways to clear many sections, so they are just suggestions. In games where you can easily lose a lot of progress I don't want players to have to guess too much at the path they need to take forward.
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Bugs fixed
Camera not following after taking the portal in Spring Falls The arm joints that connect to the ground no longer get separated at least on non-moving objects Prevented a bug where you would get stuck looking around if you pause while looking Updated ground jump logic - you should be able to jump off of spiky surfaces consistently now Fixed display issues with certain text (especially splits) And others Also congratulations to purple for the first clear of Nightmare mode in under 8 hours of playtime!
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If you've tried the map you'll know what an impressive time this is. Upon finishing the map, it took me a bit over 8 hours of playtime to complete.
[ 2025-02-09 23:37:17 CET ] [ Original post ]
Sklime
Zankai
Developer
Zankai
Publisher
2024
Release
Game News Posts:
13
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(18 reviews)
Public Linux Depots:
- [0 B]
Sklime is a brutally difficult twin stick climbing game made to be played with a controller. Play as a slime who has fallen to the bottom of the depths and struggle to climb through many unique environments and obstacles to return home. The journey back up demands great patience and determination.
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-Aim the joysticks to move your arms
The arms move faster to catch up if they are farther away. Simple input but difficult to master, make sure to stretch your thumbs!
-All progress forward and backward is saved
Sorry, no checkpoints. But maybe some inhabitants of the Depths will help you on your way..
-7 Environments each with unique challenges
Your journey will never get dull with each area providing new mechanics and minigames to play. Take a break with a minigame, set a highscore and compete with friends
Gameplay:
-Aim the joysticks to move your arms
The arms move faster to catch up if they are farther away. Simple input but difficult to master, make sure to stretch your thumbs!
-All progress forward and backward is saved
Sorry, no checkpoints. But maybe some inhabitants of the Depths will help you on your way..
-7 Environments each with unique challenges
Your journey will never get dull with each area providing new mechanics and minigames to play. Take a break with a minigame, set a highscore and compete with friends
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