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Slime Shift Devlog 7-8-25

Heyo! I'm still alive and still working on Slime Shift! Progress has been slow and I hate to admit that, however I'd like to share the little bit of progress I've managed to do.

I added controller support for all types of controllers, and a working menu screen. I've currently been working on a rework to my venting mechanic to make it easily readable, and more efficient. Again it's not much, but I wanted to say something before I went completely silent again.

Thank you for being patient with me!

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Slime Shift Devlog 5-29-25

Hey guys! Been a bit since I last touched the game.

I've decided I want to start the game from the ground up. I'm remaking all of my code, logic, and revamping my idea for the game. It felt like a platformer someone released for some views and I don't want my passion project to end up like that. Anyways, I wanted to share some of the ideas I had for Slime Shift's mechanics!

I thought of giving the player abilities based on color as that was a main mechanic I was going to use for a Local Multiplayer mode. I don't have many ideas for abilities, but what I do have is the ability to break walls with dashes, unlocking secret areas or inverse graivty. As a way to keep the game balanced I wanted to add a limit to how many times an ability can be used before it is taken away.

Well that's all folks! See you guys in the next one!

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Website Devlog 5-26-25

Hey guys! so what do you guys think of the new website? Pretty cool huh?

Anyways, Devlog! I added this lil' page here in order for me to keep up with updates and what not. So anytime I update something for one of my games, It'll be posted here first and then transfered onto other sites I use to publish my work. (eg. Twitter, YouTube, Discord, etc.) Below this post, I'll leave a special devlog exclusive to my site!

Thank you for sticking around!

P.S.
Forgot to say this, but Carrot does random things on the main screen :P

Slime Shift Devlog 4-17-25

So it's been a while, huh? I wanted to at least do a little bit of work on this game so that I didn't just leave it to die. I ended up rewriting all of the character movement, which ended up breaking everything else. So at the moment I have gone back to square one. Sure, it might not be ideal especially since I had a bunch of mechanics fully implemented that are now broken but this gives me another chance to make things neater, and fix other problems I had with my character controller.

For a more detailed list of changes,

Anyways, that's all I have for this devlog. I promise to work more in the future and fix-up my old mechanics. Thank you for your patience. It is very appreciated.

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