Slime Can Fly by BenTheTwoOfUs
I've always loved to play simple but hard platformer games. Are you too?
You can play here: https://magicminor.itch.io/slime-can-fly
Change Log & bugfixes
- Slimes slide less on the ground.
- Slimes can be revived infinite times.


| Original URL | https://ldjam.com/events/ludum-dare/51/slime-can-fly |
Ratings
| Overall | 505th | 3.598⭐ | 48🧑⚖️ |
| Fun | 397th | 3.587⭐ | 48🧑⚖️ |
| Innovation | 971th | 2.859⭐ | 48🧑⚖️ |
| Theme | 1131th | 2.759⭐ | 31🧑⚖️ |
| Graphics | 309th | 4⭐ | 49🧑⚖️ |
| Humor | 357th | 3.25⭐ | 44🧑⚖️ |
| Mood | 567th | 3.465⭐ | 45🧑⚖️ |
| Given | 75🗳️ | 82🗨️ |
SDL2 and C/C++ are not productive tools for making games, but I've gotten used to them.
@gamejmunk After the jam deadline, I found that a limited life count is not suitable for this hard game. I am going to make a post-jam version that does have infinite lives.
Yeah, I am an 80's boy living in the 2020s.
But a nice throwback to games like Mario and Bubble Bobble.
It makes the slime large and invincible.
You can kill all enemies in that state, but you can also break blocks.
It will be used as a true power-up at level 40 and later, which will be made in the post-jam version.
@moonblast I am the one who made that item, but I was also confused at first about its identity.
That's why I love to make a game one can do ice sliding.
That's a super solid jam game you made! Good job!
Going to a friend's house or arcade was the only way I could play the game.
Still, I have fond memories of having so much fun back then.
I was so moved that I am making something similar like this even now.
I didn't even know the sequel came out in 2006.
To me, Donkey Kong which was made in 1984 was the only one, but it's shocking that there are many others.
I was as shocked as I had been when I found out that my favorite game was called Donkey Kong and not Don King Kong.
The game is not so consistent with the theme "10 seconds", but I still enjoy it :D
However, we are hesitating to upload the post-jam version as uploading it might violate the rules of the event.
I wanted to mention though that there are some platforms that visually look like I shouldn't be able to hit from the bottom to hit enemies above. Like in level 8 (think it was 8), there are 3 heavier looking grey blocks as platforms. I wouldn't think visually something like that could be hit form underneath to attack the enemy above. Just a small quirk.
Overall this as a lovely game and well done.
I was a bit confused by the pink guys that shoot out of the cannons—functionally and visually, they act as power-ups, but they seem to cause basically instant death, so I assume they are bad guys?
I've played ten levels, and I really admire the dedication it must have taken to do so many level designs! Great work!
I totally agree with your opinion that that block seems immovable.
Actually, I made a similar comment to @linaju, but the Jam deadline was almost over and she couldn't fix it.
Thank you again.
Actually, that Pink Guy is a power-up. However, on most levels, it just feels like a panelty as a result.
After level 40, it will be mostly used as a power-up.
The Jam version is made up to level 30, some of which can be considered that the Pink guy is pure power-ups.
For example, level 25 is exactly like that.
Thank you so much for playing and kindly commenting.
Level 28 was a killer - I was ready to give up on that one, and I definitely spent over an hour on that level alone. Since there wasn't a tutorial, I spent many lives trying to figure out how to effectively use the slime powerup without breaking through all of the platform blocks. I know the dashed platform is the only one safe from breaking, but otherwise the best I could do was spam the jump button because sometimes the platforms wouldn't break. Is this related to the jump timing while you're a large slime?
I can't help but notice many parallels to this Mario Bros. Classic game and some other elements from the franchise (i.e. the enemy mechanics to koopas/hammer bros, attacking, pipe enemies): 
Luckily for me, I love Mario games! The slime powerup was unique, and I'd love to see more ways that the player can use this in levels.
I noticed a few features that seemed incomplete, but I suspect more will be implemented later - the '!' box in one of the earlier levels and the 1-ups that you get as a large slime. The game runs smoothly, and it seems very well made. Great job, and awesome level design!
I couldn't ever expect anyone to finish the game up to level 30 before the end of the Ludum Dare 51 event.
As you expected, there are a lot of hidden features.
More moves for slimes like swimming and flying, as well as multiple item boxes and pipes that slime can move through it and enemies with different moves, have already been implemented, but they weren't included in the Jam version.
We started development with the plan to finish this game with around 160 levels, and LD51 only implemented 30 of them.
After taking a break for a few days after completing the Jam version, I resumed the development of this game today, and I was greatly encouraged by your comment.
Thank you very much for enjoying this game.
hard game!reminds me the old mario game on nes!nice work!
I will try again today! see if I can finish the game

There's nothing wrong with how you feel about the Power-up. A power-up that can even kill the player is exactly what we intended.
you are welcome!