Show/Hide Show/Hide

The True Slime King

 
Changelog v1.10.1 - Minor fixesFeb 19, 2023 - Community AnnouncementsChanges and additions: Changed bonus seasonal area information text from "Unlock items to help on your journey." to "Unlock items to make your journey easier. Only recommended if you are struggling." This information also now only displays when tooltips are enabled. Bug fixes: Pause menu white outline is now aligned with the "Pause" text. The intro level fountain displays now don't show the tooltip if tooltips are disabled. Fixed issue with jump buffering not working in the overworld. Fixed issue where profile selected item wouldn't update upon creating a new profile (meaning if you created a profile, then went back to profile select, the selected profile wouldn't be the profile just created). The True Slime King leaves Early Access After 6.5 Years of DevelopmentFeb 3, 2023 - Community AnnouncementsWow... the full release is finally here. I'm not really sure what to think. It's both awesome and terrifying. It's been a great 6.5 year journey making the game, and an awesome 5 years with you all during Early Access! I can't express how much your support and feedback has meant to me throughout this time. I originally only started out with the mindset of creating a game I would enjoy, so I'm glad to see there are some other people out there who also enjoy it. Before I get into anything else, I just want to be clear that I'll continue to provide support and any performance / bug fix updates as needed (and add extra content if the game gets enough fans -- read more at the bottom). For those interested, I'm going to take the space here to talk a bit about the development journey, what I learned, what my hopes are, and what I plan to do next. What does Slime King mean to me? I've been making little game prototypes with GameMaker since around 2006. Just like all my other prototypes, The True Slime King started out as me trying to figure out how I could implement a specific feature. In this case I wanted to build a replay system after having watched gameplay of Super Meat Boy (spoilers: I didn't actually play Super Meat Boy until part way through development; I just watched a ton of videos of people playing). I made a pretty bad looking slime sprite and put together a crude replay system where I could race against my replays in real time. The slime had too many abilities and the slime sprite was too large, but even so, I was having fun just moving around, so I decided to build the game out further. After a week, I had reduced the abilities down to just being able to stick onto the ceiling and I had cropped the slime sprite into a square that I too quickly grew attached to and is what Slime King's face is now. Somewhere around here I felt like giving up on the project, because I got what I wanted out of it (knowing how to make a replay system), and I didn't feel like there was much differentiating the game from all the other platformers out there, but my now-wife wouldn't let me give up so easily. She saw something special in Slime King, so I took a second look and agreed. I kept working on the game to figure out how I could bring my own unique flair. So just like I say in the credits, this game owes a huge thanks to my wife; it wouldn't exist without her (not at all, and not nearly in the polished state it got to through early access development). About a month into development, I put together a crude trailer thinking I was only about 1 year away from full release. Boy was I wrong! I put a lot of work into the game for the next year and a bit, mostly just filling out the story mode with content and polishing a lot of graphics. I got the game to a point where I was happy sharing it with the world and launched it into early access in March 2018. The game had already taken longer to get to that point than I thought it would, and I still had a decent amou...Changelog v1.10.0 - Tying Up All The Loose EndsJan 28, 2023 - Community AnnouncementsThis update brings The True Slime King out of Early Access and into Full Release! The official full release is February 3, 2023. However, no updates are planned for that time, so this is effectively the full release update. Look forward to another announcement on the 3rd with more info. This update mainly just adds the cover art to the game when it first launches. All the other changes and fixes are just to give a final polish to the game before full release. Don't worry, I'll still be around to update things if any issues arise. :) Changes and additions: Added cover art display when the game first launches. Added slight darkness around edges of the menus. Cycle object times now reset for the instant replay display after beating a level. This makes the cycle object line up with the timing of slime king's movement so you can accurately see how slime king moved around those objects. Amulet display cases are now interactable objects that display the amulet info upon interaction instead of just when Slime King is overlapping with them. Vsync is now disabled by default to ensure players who don't know what vsync is don't have to endure a potentially laggy FPS experience. Moved the text "This game autosaves" from the main menu to the profile menu. Moved "loading replays/deaths" display from the middle of the screen to the top of the screen. Cosmetic changes: lvl_1_5 lvl_1_8 lvl_1_15 lvl_1_20 lvl_1_bonus_2 lvl_2_3 lvl 2_6 lvl_2_8 lvl_2_11 lvl_2_13 lvl_2_14 lvl_2_20 lvl_2_boss lvl_3_12 lvl 3_17 lvl_3_18 lvl_3_19 lvl_3_20 lvl_4_5 lvl_4_11 lvl_4_12 lvl_4_14 lvl_4_17 lvl_4_20 lvl_4_bonus_2 lvl_4_boss lvl_5_4 lvl_5_5 lvl_5_6 lvl_5_7 lvl_5_9 lvl_5_17 lvl_5_20 lvl_5_bonus_2 Bug fixes: * The profile display now shows there are a total of 135 story mode levels. This hadn't been updated from the previous 115 level count, even though the seasonal level update brought 20 new levels. * Fixed issue with level editor freezing the game during playtesting when the player reaches the end goo. * The pink bonus seasonal area info text no longer shifts locations when the door tooltip is on screen. * The hitbox on the pink laser crystals now moves with the crystal rotating. It used to stay stationary. * Fixed level editor issue with the undo/redo button sprites not resetting when loading a level. * Fixed level editor issue with hide other layers button not resetting when loading a level. * Fixed level editor issue with spawn player button not resetting when loading a level. Changelog v1.9.3 - Minor improvements and bug fixesDec 3, 2022 - Community AnnouncementsChange and additions: Saved passwords are now stored more securely locally. Users who have enabled the "Remeber Me" option will need to retype their password in order to log on. Made slime king hitbox more consistent. The hitbox when slime king is on a wall is squished, allowing the player to not be killed by things like lasers. However, in the past, when the player slid off the bottom of the wall, the hitbox would instantly expand and splat the player on the laser that the player was just able to dodge (providing an inconsistent experience). Now, slime king retains the squished hitbox while the player is in the air until the player presses in the opposite direction. This will result in new routes opening up in some levels. Added 'Bonus' text above pink zone bonus doors to convey to the player that they are optional levels. Added 'Bonus Seasonal Area (unlock items to help on your journey)' text to the seasonal areas to convey to the player that they are optional levels, and that they provide items. Made the Secret Shadowsphere large logo better match the vibe of the zone. Added pause menu song "Remember Us". Bug fixes: Fixed issue with the level editor save confirmation popup not stopping the player from placing objects when clicking anywhere from the "okay" button. Fixed issue with replays sometimes not loading properly in quick play. Fixed issue with the cancel button not going away at the verification step of new account creation. Fixed issue where the taskbar icon wouldn't show up if the game started in fullscreen mode. This was fixed by making the game wait one frame after launching to load the user's window preferences. Changelog v1.9.2 - Minor improvements and bug fixesOct 23, 2022 - Community AnnouncementsChanges and additions: By default, replays and deaths no longer display. Most people play with them disabled entirely, as it is hard to play with them enabled. By default, replays and deaths are no longer saved. This helps provide a more streamlined experience by reducing level loading times. Removed the 8 minute limit to levels. Previously, after 8 minutes, the player would be killed; this was implemented to avoid large replay files and slow replay loading speeds. Note: replays will still only save up to 8 minutes in length. The way replays are handled, the array that holds their data will produce an error if the array is longer than 8.8 minutes worth of data. Reworked lvl_4_14 to require the player to get the green key to finish the level. Improved key blocker wall glow tiling to be more visually cohesive. Mouse cursor no longer hides when controller is plugged in. The pause menu now displays how many replays and deaths there are for the current level. Bug fixes: The level editor 'new' button wasn't working when there weren't any unsaved changes. Fixed issue where the game would lock up in the level editor if the back button was pressed shortly after clicking the playtesting button. lvl_2_20 now has the blue background instead of the green background. Fixed window resizing issue: If "Allow window resizing" was disabled, resizing the window on the top or left side made the window move. This seemed 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). The fix was to set window_set_min_width() to the desired width, window_set_min_height() to the desired height, set window_set_max_width() to the desired width minus 23, and set window_set_max_height() to the desired height plus 23. Fixed issue with replays and deaths drawing the incorrect positions when screen shake is applied. Fixed issue where cloud blocks would sometimes move in the wrong direction. Fixed issue where extender blocks would sometimes trigger when they shouldn't. Fixed issue with laser walls not tiling with other walls after retuning to edit mode from playtesting in the level editor. Changelog v1.9.1 - Minor bug fixesSep 26, 2022 - Community AnnouncementsChanges and additions: Teleporting via the pipe system now updates Slime King's respawn point to the door associated with the pipe you teleport through. Bug fixes: In-game level timer now matches the server level times in the level exchange. The in-game level timer used to be one frame slower. Fixed issue with game sometimes freezing when completing a level in the level editor. Fixed issue with background not being preserved between playtesting and editing. Fixed issue with the Hide Other Layers button/function not being preserved between playtesting and editing. Fixed issue with redo history getting removed when switching between playtesting and editing. Changelog v1.9.0 - Final Content UpdateAug 22, 2022 - Community AnnouncementsLast chance to get the game at its current price! At full release (in the coming months), the game will increase from $14.99 to $19.99. The reason for the price increase is due to the amount of content that's been added to the game since the game was first released into Early Access, mainly the in-game level exchanges, which requires servers to operate (and servers aren't free to operate). Wow, guys! It's been 6 years since I started working on The True Slime King, and it's been 4 years since the game has been available for purchase. The game has progressed so much in this time, and I've learned a lot along the way. I want to give a huge thanks to everyone who supported the game by buying it during Early Access. You all have provided me with so much motivation to finish this project. I also want to thank everyone who provided feedback on the game during Early Access! Having people care about the game and contribute to it through your ideas or by creating levels for the Level Exchange has been a really cool experience! I've had tons of fun making community level showcase videos for the . Anyway, I hope you guys enjoy the final bit of content that's been added in this update. {STEAM_CLAN_IMAGE}/33511538/f07bcd5ea6bac858da0c03713aa399615a636957.png {STEAM_CLAN_IMAGE}/33511538/a26545d233126906e0a1a6fe91dee4c0eb4efab9.png {STEAM_CLAN_IMAGE}/33511538/0232d515007397947e1163cc5a4b2d053d075840.png {STEAM_CLAN_IMAGE}/33511538/ea523fae462b4a1d47a32da6b2b8612a693971bf.png {STEAM_CLAN_IMAGE}/33511538/040e4e6b8eef2bfa10b8c19be32862f1b0e03322.png {STEAM_CLAN_IMAGE}/33511538/6cc3ec1907dc13bcfa2a36a98602100397aa8e8a.png Changes and Additions: Added two optional secret paths in the tutorial that allow players to create an immortal game mode profile or a one life game mode profile. Note: Steam achievements can only be unlocked on normal mode (steam achievement stats only work on normal mode as well). Per user request, added back in the hotkey for self-destructing (as a way to quickly restart a level). This hotkey can be rebound in the options menu. Added additional menu options for: Going from story mode level to menu. Going from story mode level to overworld. In home level, added the ability to play any music disks that have been collected. Updated music disk sprites to match the zone/subzone coloring of the rest of the game. Added posters to the boss areas of the overworld. Added darkness, rockslides, and lightning that comes in when in the boss areas of the overworld. Updated the overworld teleporter minimap to fully match the new overworld that has been modified in the last several updates. Added sparkle particles and vertical oscillation to the bonus keys in the overworld. Overworld bonus keys now perform an animation when collected and when used to unlock the bonus key area in the overworld. Improved end goo graphics/animation to be seamless. Added steam stats for the following achievements: Die 10 times. Die 100 times. Die 1000 times. Find a music disk. Find...Changelog v1.8.0 - New Story Mode Intro LevelJul 29, 2022 - Community AnnouncementsIf you want to experience the new content yourself, you might want to avoid watching this update video. Instead, you can create a new profile and play through the introductory area until you get to the overworld. https://youtu.be/Y0owgpbR3-s Changes and Additions: Completely reworked the introductory level with more lore and 2 new songs (Epic Quest and No Crown). Added achievements display area in home level. Added level name display to teleporter minimap. Level editor file browser now defaults to displaying the last saved/loaded file. Switched rotation direction on flicked blocks. Added cosmetic spores that burst from the wall sin the Echoing Entrance overworld area. Added cosmetic bugs that walk around on the walks of the Mushroom Mantle overworld area. Added cosmetic crystals that grow on the walls of the Metal Mines overworld. Made overworld route to lvl_3_2 easier. Improved large buddy block graphics. Bug fixes: Fixed issue with level editor save confirmation popup display text when saving a level with "#" in the name. Fixed issue with level editor resize room cursor being applied when placing/destroying instances. Fixed issue with level editor unsaved changes display not always updating properly between editing and playtesting. Flicked block depth is now in front of foreground tiles. Fixed issue with teleporter minimap graphics sometimes being drawn a pixel off because the coordinates were not being rounded before drawing. Fixed flip flop collision box so that it doesn't have a 1-pixel ledge on the sides. Fixed issue where transitioning between zones would display the wrong subzone for 1 frame. There is now a sound that plays when deleting background tiles and foreground tiles in the Level Editor. Fixed issue with Slime King's graphics: the sprite for down-left-slow and down-left-fast were swapped. Fixed issue where the profile name display could have the incorrect x coordinate sometimes, resulting in the profile name being drawn where it shouldn't be (which could include being drawn off the screen). Sound effects have been added for the following: Going from level editor playtesting to editing. Opening pause menu in level editor playtest mode. 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). Replays don't display the correct positions when screen shake is applied to the view. Changelog v1.7.0 - Full Controller SupportMay 17, 2022 - Community AnnouncementsChanges and Additions: Added full controller support Quick Play and Level Editor can now be navigated with controller and keyboard. Quick Play and Level Editor used to only be navigable by mouse. For the Level Editor, this included building an in-game file browser. This comes with the benefit of allowing the game to stay in full screen mode when browsing for files to load/save levels. Level Editor revamp: All settings (including undo/redo history) are now saved between editing and playtesting, allowing you to playtest a level and quickly resume editing from where you left off. Added more tools on the topbar. The rotate tools allow you to rotate objects to their different variations instead of needing to select the specific rotation on the sidebar. This saves time and declutters the sidebar. Select tool to Level Editor - Allows for multiple objects/tiles to be selected, moved, and deleted. Reworked how playtesting is done to massively decrease the lag time it took to load the level up for playtesting. Pause menu can now be brought up when playtesting. Buddy blocks now have arrow indicators. Reworked the on-screen keyboard popup for entering text into the profile create area. The keyboard popup also now shows up for the quick play text fields. When resizing a level in the Level Editor, instances outside of death boundary are now removed. Removed objects in the overworld above the following levels to make the level number text be on the background tiles instead of overlapping objects. lvl_1_14 lvl_2_1 lvl_2_20 lvl_4_5 lvl_4_9 lvl_4_17 lvl_4_19 lvl_5_1 lvl_5_2 lvl_5_5 lvl_5_12 lvl_5_15 lvl_5_20 Changed walls/thorns in the overworld to move faucents to be closer to the following doors: lvl_3_16 lvl_4_1 lvl_4_3 lvl_4_5 lvl_4_11 lvl_4_14 lvl_4_19 lvl_5_1 lvl_5_2 lvl_5_3 Moved faucets 16 pixels farther away from many of the doors (either by moving the door or the faucet) in the Echoing Entrance and Crystal Caves. This was done to make it harder to accidentally enter the faucet when trying to enter the door. Made overworld easier in the following places: Route from Metal mines blue zone to orange zone. Route to lvl_4_12. Added purple crystals on the right side of the flip flop block near lvl_5_16 to prevent players from going up and to the right when the flip flop block is in the horizontal state. Added controller rumble when player loses a heart. Added shortcut in Echoing Entrance from the blue subzone to the portal area so that the portal can be reached before the end of the Echoing Entrance. Changelog v1.7.0 - Full Controller Support Rumble is no longer a toggle option; it is a slider option, so players can set how much rumble they want to have. Changed default fastest replay alpha from 0.5 to 0.4. Changed default replay alpha from 0.3 to 0.2. Changed default death alpha from 0.2 to 0.15. Reworked the area near the Secret Shadowsphere portal in the overworld to make the portal accessible from the start of the Secret Shadowsphere. Sorted objects and til...Changelog v1.6.2 - Smooth camera option and bug fixesOct 24, 2021 - Community AnnouncementsChanges and Additions: Added smooth camera movement options. There are 8 different setting that determine how fast the camera catches up to the player each frame: 100%, 40%, 32%, 25%, 19%, 15%, 12%, 10%. Before, this was effectively set to 100% (and could not be changed), as the camera would always be perfectly caught up to the player. Now, the default is 32%, but this can be changed in the options. Smoother camera movement helps create immersion when exploring. Less smooth camera movement helps the game feel more responsive (but doesn't actually affect responsiveness at all). Quick play filter and page options now only display after the user has logged in to the level exchange. Added button sounds to all Quick Play buttons. Moved level exchange dropdown menu to the right to not obscure the back button when the controller is plugged in. Changed default sound volume from 0.6 to 0.85. Changed default music volume from 0.6 to 0.3. Bug fixes: Fixed issue with Acetal boss fight. The first leg that would come down had incorrect positioning for the spiky part of the leg. Fixed issue with the achievement for getting all amulets trying to unlock every time a profile was open. Fixed issue with game timer not running/displaying in the home level. Removed the timer and "new record" displays from lvl_winter_2 (to match the rest of the seasonal levels). Fixed issue where the lucky amulets would cause extra bonus goo displays to show underneath the bonus level doors. The bonus goo amulets don't increase the number of goo in the bonus levels, so this was incorrect and misleading. Fixed issue with the fall/orange amulet bottle not correctly detecting that one of the fall levels had been beaten (it was referencing the winter level instead). Fixed issue with small amulet display in the home level not displaying the wrong wondrous amulet (it was displaying the collected / not collected value of the orange wondrous amulet instead of the wondrous amulet in the overworld). Changelog v1.6.1 - Performance improvements and bug fixOct 16, 2021 - Community AnnouncementsChanges and Additions: Added background plaque around the filter and page browsing section of the quick play. Performance improvements: Dart spawners now deactivate when outside the view (this has no noticeable effect, since darts would destroy themselves if outside the view). Purple on/off crystals now deactivate when outside the view. Changes to make the game deterministic: Darts spawner blocks now use a global timer to determine when to fire darts. Red and yellow lasers now use a global timer to determine when to fire the laser. Purple on/off lasers now use a global timer to determine when to turn on/off. Bug fixes: Fixed bug where game would crash when pressing the last page button in Quick Play before logging into the level exchange. Changelog v1.6.0 - Quick Play Story Mode LevelsOct 10, 2021 - Community AnnouncementsThis 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. https://www.youtube.com/watch?v=YOEvNbUuIRk 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. 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)....Changelog v1.5.1 - Heart AchievementsAug 30, 2021 - Community Announcementshttps://www.youtube.com/watch?v=7fM3xqjWRNQ 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. 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 t...Changelog v1.5.0 - Seasonal Content and AmuletsJun 24, 2021 - Community AnnouncementsI meant to get this update out 2 months ago in the spring, but I had some other stuff come up, and also I also moved. This update brings the final big update to the story mode, with new seasonal areas that hold 20 additional levels. There are also now amulets that are not only fun to collect, but they grant the player bonuses to make the story mode easier. You don't have to collect the amulets (and I've added an achievement for beating story mode without collecting any amulets), but the amulets are there to help level the playing field for all players. ​This video shows off a lot of the new features in this update. For a full list of features, see the changelog below. https://youtu.be/cSXzCCG7cpk Additions and Changes: Added spring seasonal objects: Storm clouds, storm plant pots, beehive, honeycomb. Added stellar seasonal objects: Directional fans, meteor spawner, meteor blocker. Added summer seasonal object: Water orb. Palm trees now create coconuts. Tiki masks and tiki balls now deactivate when outside view. Now that there is the faucet system for teleporting through the overworld, the portals (that used to facilitate fast travel) now lead the player to seasonal areas. Each zone corresponds with a different seasonal area: Echoing Entrance: spring Crystal Caves: winter Mushroom Mantle: fall Metal Mines: summer Secret Shadowsphere: stellar Each seasonal area has 4 levels (adding a total of 20 levels to the Campaign). Completing the levels in a seasonal area unlocks special power ups within story mode: (4) Wondrous Amulet: -10% goo required to unlock access piles (3) Nimble Amulet: -1 levels required to unlock locks (3) Lucky Amulet: +1 bonus goo per level (3) Pensive Amulet: +100 starting goo per level (4) Life Amulet: +1 extra life per level spawn Most of the amulets are found in the seasonal areas, but 4 are scattered elsewhere. The existing portal achievements have been renamed to seasonal unlock achievements. Added an achievement for collecting all amulets. Added an achievement for beating the game without collecting any amulets. Added a secret story mode level that is only accessible from the teleporter map (thanks to Kaddykins for coming up with this idea). Added undo/redo buttons to the level editor. Added "New World Record" and "New Personal Record" displays to Quick Play. Ice no longer allows slow wall sliding. This means that even if you are holding left/right into the wall, you will accelerate downward at the speed of gravity. Level editor sidebar scrolling speed changed from 16 to 24. Portals to the home level now have interactable glow and show tooltips. Changes to make the game deterministic: Darts no longer collide with falling darts. Bug fixes: Previously, horizontal fiction applied to the player would bring the player to a stop if the player's horizontal speed was less than the ground friction value (regardless of whether the player was on the ground or not). Now, the player is only brought to a stop when their movement is less ...Changelog v1.4.0 - Expanded Options MenuMar 1, 2021 - Community AnnouncementsI started on this updated as soon as v1.3.4 was released (on January 9, 2021). I knew it was going to take a long time and that I was going to break a lot of things that would take a significant amount of time to fix, but it's all been worth it. I cleaned up a lot of the backend systems in the game to make development and bug fixing easier. This allowed me to fix a few bugs I was battling with for quite a while. I've also continued to increase performance and managed to find a solution to the Windows update issue that plagued some users causing the game to run at about 45 FPS instead of 60FPS (more details on this below). As stated above, I made a lot of backend changes in this update. I've thoroughly tested the game as much as I feasibly could and haven't noticed any remaining bugs, but I'm sure there's something I missed, so please let me know if you notice anything weird! That said, I want to warn players that I've renamed a few of the options settings in the save files. If you notice any options aren't set to what you left them at previously, you'll just need to update them in the new options menu after launching the v1.4.0 of the game. The other thing that you may notice is that Quick Play replays/deaths from previous version won't load. The Quick Play replays/deaths were never fully functional, and with v1.4.0, the way they are stored (folder structure) has been changed (more info below), which is why past replays/deaths are not loaded and why it's non-trivial to just write some code that moves them from the old locations to the new locations. The biggest changes made in this update are the new menu system and the new options menu with a bunch of new options. Check out this video to see all of the major new features added with this update. Story mode level changes: Removed the right side floor on lvl_1_3 in order to force the player to stick to the ceiling to complete the level. In game time stops counting up when the game is paused. All play time after the player collects the final crown (after beating the final boss) no longer counts toward the in game time. The reason for this decision is that the player no longer has control over the character, and this would mark the end of a speedrun, so I wanted to end the in game timer at this point. Deaths in tutorial level now count toward total profile deaths. Changed how story mode level end goo is rewarded. Before, there was a set amount of goo available at the start of the level, and if you reached the end before the goo reached zero you would get the remaining goo. Now, there is a base amount of goo awarded at no matter what time the player gets when they finish. The base goo is 8% of the previous goo available at the start of the level. The new goo available at the start of each levels is 92% of the previous goo available at the start. This does not change how much goo is awarded for any times faster than when the goo runs out, but it makes it so that if the goo runs out the player still get...Changelog v1.3.4 - Story Mode Cosmetics and General Bug FixesJan 9, 2021 - Community AnnouncementsI did a lot of code restructuring in this update. I tried to thoroughly test everything, but I might have broken something somewhere that I didn't catch. If you come across any issues, make sure to let me know so I can get it fixed as soon as possible! Here are some videos of a few of the graphics improvements in this update: https://www.youtube.com/watch?v=gRsE7njGJoY https://www.youtube.com/watch?v=Mw2aWAOy5ow https://www.youtube.com/watch?v=pLgAatq9b9g Changes and additions: When you reach the end goo in the level editor, it now completes the level and takes you back to editing. The metal mines outer walls and cosmetics are now darker to make it easier to distinguish them from spikes. Reworked the sprites for Acetal's legs to be slightly more forgiving (2 pixels extra wall space on each wall section). This better matches the areas it looks like you should be able to land on. Made exploit on lvl_5_6 more difficult. Changed type of mushroom near the goo access pile for levels 3_1 - 3_5 to make it no longer possible to skip the access pile with precise movement. Extenders no longer attempt to extend if they cannot extend at all. Added firefly particle to Crystal Caves overworld. Added background particles to the Secret Shadowsphere overworld. Enlargened key hitboxes (by 2 pixels on the left and right sides) to make the hitboxes more accurately reflect the shape of the keys. Since the key hitbox have been changed, keys on the following levels have been slightly moved to preserve the difficulty of the level (and to not allow cheating the keys): lvl_3_14, lvl_4_14, lvl_4_15 Reaching the end goo while playtesting in the level editor now causes the goo sound to play and returns the player to edit mode. Added beads circling the player during the fountain animation in the story mode start level. Added uniquely colored particles to all the boss title screen rooms. Added sound effect to the boss title screen rooms. Cosmetic changes: lvl_4_6 lvl_5_8 Fixed issue with autotiling on-off blocks on the following levels (these levels hadn't been rebuilt since the autotile script changed): lvl_5_7 lvl_5_8 lvl_5_11 lvl_5_12 lvl_5_13 lvl_5_16 lvl_5_17 lvl_5_19 lvl_5_20 Bug fixes: Fixed a few memory leak issues. Fixed issue with several of the mushroom bugs not being set up to destroy the player upon contact. Descender blocks weren't updating the variables used to decide whether to deactivate the object, so if the descender got out of view of its original location, it would constantly toggle between active and deactivated, causing issues with the player interacting with the descender blocks. Metal Mines bonus thorns now tile with the normal walls. Moved one of the Metal Mines bonus level faucets closer to the level because it was activating for the incorrect level. Added faucet for lvl_5_1 (there was no faucet for this level). Fixed issue with game freezing when canceling new profile create. Deaths in quick play and level editor no longer count toward profile total ...Changelog v1.3.3 - Level Editor ImprovementsDec 22, 2020 - Community AnnouncementsThe level editor is nearly complete! There's only one more feature left that I want to implement (being able to select multiple instances and move them around). I'm super happy to introduce an undo/redo system to the level editor in this update! This is something I've wanted for a long time, but because of the way instances in the level editor work, it's been quite the task to get the undo/redo system fully working. I also managed to find a bunch of small bugs and squash them in this update :) {STEAM_CLAN_IMAGE}/33511538/67dad4e13399afaaa2343f02058aec5f468af39d.png Level Editor Improvements: Added undo/redo system to the level editor. Note: playtesting a level resets the undo/redo history. Added "New" button for creating a new blank level without having to exit and re-enter the level editor. If trying to create a new level or load a level and there are unsaved changes, the level editor now warns the user. Information display now has a transparent black background to make the information text easier to read. General Changes and Additions: Quick play now displays "New Record" if you beat your previous fastest time. Quick play now displays the player's fastest time in the upper left. The upper left times bar now displays sub-second times in milliseconds (rather than as decimals). Removed background parallax effect in the level editor edit mode. Added pink crystal laser that rotates counter clockwise. Added fading transitions between the menu and the level editor, quick play, and story mode. Snowballs now explode when hitting player. Bug Fixes: Fixed bug where beating a boss would crash the game. This was caused by the game trying to reference levels files that had been removed in one of the latest patches. Fixed issue with game not being able to accept input from non-Xbox controllers. Darts are now destroyed when off screen so they don't clip through walls. Fixed issue with moving the music slider. The music controller was not tracking the change in music volume properly, and moving the sliders too fast could cause the music volume to not be updated at all. Fixed issue with extender blocks being able to clip through offscreen walls. Now extender blocks only extend if they end point of the extension is within the active view area. Removed collectible goo from level editor objects. It was accidentally added to the goo object section of the level editor objects in one of the latest updates. Cutscene volume no longer automatically maxes out (it stays at the music and sound volumes the user had set). This also fixes the issue with the volumes not getting reset properly after cutscenes. Fixed issue where pressing the keyboard button to toggle the level editor information made the grid button light up instead of the information button. Fixed issue with lasers not stopping at ice blocks (if the ice block is outside of the view at the start of the room). Fixed issue with the menu selected button history not updating when going into quick play or level editor...UntitledNov 19, 2020 - Community AnnouncementsAdditions and Changes: Added dripping go to menu system. On lvl_1_3, reduced number of deaths needed to trigger tutorial text from 3 to 2. Performance Improvements: Fixed issue (introduced in one of the last patches) where objects at the edges of chunks could continually activate/deactivate. This was due to object deactivation boxes being set incorrectly. This fix should help bring back stable performance for anyone that was still experiencing issues. Slightly increased performance of chunk loading. Slightly increased performance in the player object's code. Bug Fixes: Fixed issue where the tutorial object in lvl_1_3 would cause the game to crash. Fixed issue introduced in v1.3.1 where the view variables wouldn't get set correctly when returning from the level editor to the menu, which could cause some of the wall objects to not be displayed. Bat deactivation boxes now follow the object, so they will now deactivate based on where they currently are as opposed to where they were when the level started. Fixed issue where goo access piles would deactivate before going fully out of view, causing them to continually activate/deactivate, resulting a flashing visual appearance. Known Bugs: Extender blocks clip through walls that are offscreen at the time of activation. Skipping the cutscenes can occasionally cause the audio volumes to not get reset back to the values they were at before the cutscene. When screen is stretched by a non-integer multiple, tiles can draw parts of neighboring tiles. See this GameMaker: Studio documentation page for more information: https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/more%20about%20backgrounds/designing%20tiles.html Moving the sound or music slider too fast doesn't update the volume. Changelog v1.3.1 - Halloween Bats & Performance UpdateOct 29, 2020 - Community AnnouncementsThe main focus of this update is to bring performance improvements throughout the game. In addition, the game is on sale for Halloween and bats have been added to increase the possibilities for Halloween-themed levels. A new level "Bat Cave" has been added to the level exchange to showcase the new Bat enemies. Changes and Additions: Added Bat enemy to the game (can be found under Seasonal Blocks in the level editor). The audio data files have all changed to omit spaces. Since local profiles save the filename of the currently playing song, when entering story mode for the first time after updating, no audio will play until moving to a new zone or subzone (since the game will be trying to play a nonexistent file). Performance improvements: Slightly improved performance of code that deactivates objects outside of the view. This code affects many of the objects in the game, and should provide a very small improvement to performance across the entire game. Some of the view related variables are now stored in global variables so that they don't have to be calculated individually by many different types of objects throughout the game. This should provide a small improvement to performance across the entire game. Removed various occurrences of variables being set every step in the game when they only needed to be set at specific points. This should provide a small improvement to performance across the entire game. Stretched block autotiling now only tiles uninitialized sections each time the autotiling script is called. It used to autotile each 32x32 section within the stretched block (even if some of these 32x32 sections had already been initialized before). Stretched blocks are only used in the Story Mode Overworld, so this will only affect performance in the Overworld. Overworld faucets (introduced in update v1.3.0) caused a bit of a hit to performance. Faucets now become inactivated when not needed in order to minimize effects on performance. Bug fixes: Quick play display times have been fixed. Display times were incorrect if they were longer than one minute. For example, a time of 1'25"82 was displaying as 1'85"82, because the seconds variable wasn't taking 60 seconds off for the time that was being counted toward the minute variable. Pressing the cancel button on the profile create popup no longer locks the game. Using the pause menu to return to the main menu from inside of a quick play level no longer crashes the game. Snowballs now destroy when hitting each other. Before, only one of the snowballs would get destroyed. Added quick play song back into the quick play area. Known Bugs: Extender blocks clip through walls that are offscreen at the time of activation. Skipping the cutscenes can occasionally cause the audio volumes to not get reset back to the values they were at before the cutscene. When screen is stretched by a non-integer multiple, tiles can draw parts of neighboring tiles. See this GameMaker: Studio documentation page for more infor...Changelog v1.3.0 - Level ExchangeSep 21, 2020 - Community AnnouncementsThis update brings the much anticipated online level exchange (for sharing and playing community-made levels directly in-game). There has also been a big update to the story mode, with the addition of faucets that let you teleport between any completed levels. This teleportation system should alleviate frustrations of having to navigate through tricky sections the overworld, since you now only have to navigate these sections once. https://steamcommunity.com/sharedfiles/filedetails/?id=2235416932 In order to access the level exchange, you will need to create a slime king account. https://steamcommunity.com/sharedfiles/filedetails/?id=2235337169 Once logged in, you can browse through endless pages of levels (well... there are only 7 levels on the level exchange right now, but you get the idea). https://steamcommunity.com/sharedfiles/filedetails/?id=2235334743 Use the left and right arrow buttons to navigate through the pages of levels. https://steamcommunity.com/sharedfiles/filedetails/?id=2235335631 Sort the levels by using the filter options to find the perfect level to play for any occasion. https://steamcommunity.com/sharedfiles/filedetails/?id=2235336301 https://steamcommunity.com/sharedfiles/filedetails/?id=2235336560 Submit your own levels (created in the level editor) to the level exchange so that other people can play them. https://steamcommunity.com/sharedfiles/filedetails/?id=2235337647 Make sure to give a 'like' to any levels you enjoyed playing. https://steamcommunity.com/sharedfiles/filedetails/?id=2235342460 Also, thanks to Forrest Leon for the large Slime King blinking animation that's been added in this update! https://steamcommunity.com/sharedfiles/filedetails/?id=2235330299 Changes and additions: Added Forrest Leon to credits. Completely reworked quick play to include an in-game online level exchange with high score boards. Upload, browse, and fight for the fastest times on community created levels. The level exchange currently requires mouse and keyboard, but levels can be played with a controller. For now, quick play doesn't support playing levels offline, but future updates will bring this feature back. The keyboard functionality will be improved with the next update which will bring full controller/keyboard support to the entire game. Added faucets to the Story Mode overworld. Faucets allow players to teleport between any completed levels. All interactable objects (overworld doors, in level doors, and faucets) now have an display popup (if the option is turned on) and display a glow animation when the player is able to interact with them. Added option for turning on/off the interaction display for interactable objects (interactable objects used to only be displayed as a tutorial). Changed controller deadzone size from 0.04 to 0.25. This should solve most controller deadzone issues for now. Customization options for controller deadzone size are planned for the full controller support update. Until full controller/keyboard supp...