Super Slime Boy
1 😀     2 😒
44,31%

Rating

$5.99

Super Slime Boy Reviews

Super Slime Boy is a fast-paced precision platformer set in a black-and-white world filled with deadly traps. Jump, dodge saws and spikes, and race against time to complete levels while restoring color to the world!

Super Slime Boy
3 Total Reviews
1 Positive Reviews
2 Negative Reviews
Mixed Score

Super Slime Boy has garnered a total of 3 reviews, with 1 positive reviews and 2 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Super Slime Boy over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 78 minutes
Since there isn't a written review on this game, I will put this here in the hopes that before you consider buying this game, you understand its flaws, and why it ultimately fails to imitate one of the best, and most supremely difficult platformers of all time: Super Meat Boy. I can't really talk about all of this game's failures without talking about how Super Meat Boy succeeds. So bear with me if you would like to know why I feel the need to compare them, aside from the fact that Super Slime Boy looks, feels, and acts (very loosely) like its... Inspiration... In the most basic sense, Super Slime Boy does what Super Meat Boy does. You take your slimy boi, run and jump, sliding up and down walls, jumping off of them, in an attempt to reach the flag at the end. Avoid saws, spikes, swinging blades, lasers, etc. Certain squares are rocks that crumble and reappear when you touch them. Simple stuff. You leave behind a slimy trail, similar to how Super Meat Boy leaves behind a trail of blood. The better time to the flag, the better trophy. That is pretty much what is going on here. I think that the most significant problem deserves to be mentioned first. In Super Meat Boy, each time you die, the level resets completely. Each moving trap, flying saw, environmental danger, it all goes back to where it was, every single time you die. This kind of consistency ensures that once you have learned a stage, really gotten a feel for how to complete it, you can master it and do it faster and faster until you get that perfect grade. Super Slime Boy fails catastrophically at this. Everything in the level is continuous, never resetting, just eternally moving. If you die, once you reset about as instantly as Super Meat Boy, then anything moving won't go back to where it was the first time you started the stage. Everything will continue to move along its path without reset. The first time I noticed this was on a stage where you have to sprint and jump immediately onto a platform that has a saw flying around it. Due to it not resetting its position upon dying, you are almost guaranteed to hit it the next time, and if you wait for it to be out of your way, then you have wasted valuable time. This became a problem that made me decide to quit playing. There is a particular stage where lasers and flying saws have to be very precisely avoided, with controls, and with timing. Dying ensures that you are now out of sync with the traps, and have to wait for them, which wastes time as always. If you want to reset the stage, you have to exit the stage, and go back to it in the menus. The trophies are pretty demanding, getting a gold is difficult sometimes. But it is actually impossible at times due to the variability, and sad lack of consistency. Imagine it like gambling, hoping that when you die, the timing perfectly puts the traps back where they were when you first started the stage. Then add the difficulty of its Super Meat Boy-esque gameplay on top of that. It's... awful. once I realized just how detrimental this flaw could be, I set my controller down and committed to writing this review. The other issues are going to be annoying, but not game breaking like the previous flaw. I will just toss them here in no particular order: - I hope you like listening to the same single music track on loop. There is one track. :( - The time needed for a gold trophy isn't listed anywhere, not even in the menu like in Super Meat Boy. - Unlike in Super Meat Boy, the ghost of your previous attempts won't be shown afterward. Your previous attempt ghost will show every time you die and respawn, and at times it messed me up because I lost track of which character was the non-ghost one in those tight jumps near some very unfriendly spikes. - You can get caught on what is likely a single extra pixel sometimes. Doors in particular, the ones that require you grab keys before going through them to finish the stage... lets just say they are a pixel too large and can get you stuck when those precious milliseconds are running out. - There is no options menu. * flails * I have one positive thing to say. There is one thing I like. Like in Super Meat Boy, there is a little item in some stages to collect. I don't know what they are for, it seems like they are for literally nothing. But, collecting them means they stay collected, whether you die or not. In Super Meat Boy, you have to beat the stage to register a bandage as collected. But seeing as no achievement links to them in Super Slime Boy, this one positive thing is kind of pointless and means nothing. I earned a gold trophy on 38 of the 56 stages the game seems to have. I obtained 9 of 14 achievements. This took me just over an hour. I am aware that this is a sad imitation of a far, far superior game that does everything better, in every way. Most people probably wont give this too much of a look, even though its cheap and slightly colorful. Super Meat Boy fans will likely just look at this and scoff. But a few might do what I did, and liking Super Meat Boy, decide to give it a try since it is cheap and similar. Please consider looking elsewhere, and certainly consider checking out Super Meat Boy. It is supremely difficult, especially for those no death runs of entire worlds, but it is really well made, tight and precise, and has so, so much more to offer than Super Slime Boy. The last thing I will say, is that due to the traps not resetting upon death, this game ends up being the kind of difficult that has nothing to do with skill. It is a terrible flaw in the games design, and turns each stage into a gamble of how many times you will have to die to get the traps where you need them, on top of learning how to beat the stage. If that flaw didn't exist, or if it gets fixed by the developers, then I still probably wouldn't recommend this game. But at that point, this game would probably be beatable in under a couple of hours by anyone who is decent or good at precision platformers. Its only "rewarding" feature is the trophy for completing the stage very quickly, but due to the broken nature of the traps, later in the game, it feels like luck more than skill, which is not rewarding. I may not have completed the no death runs on Super Meat Boy, but I have unlocked the other achievements and beaten every stage with a perfect grade, and when I finally one day get the games last trophy, I will feel like I accomplished a monumental task. I will feel extremely rewarded, not to mention the game is legitimately fun and deserves its acclaim. If you have read this, thank you for getting this far, and I hope this was informative and keeps you from wasting an admittedly small amount of time and money on this game. ^-^
👍 : 4 | 😃 : 0
Negative
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