An early prototype, Slime Brawly Brawl exists to scratch an itch. An itch for a simple, fast paced platformer melee game like 90s kids might have played and loved growing up.
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Release Date:
Jan 13, 2024

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“DEIT Games is currently a solo-developer, and Slime Brawly Brawl in its current state is more early prototype than a fully baked game.

Launching in EA while continuing to develop through the listed milestones allows the project to gather feedback from players early and incorporate them into the game's continued development, resulting in a version that players help create and enjoy.”

Approximately how long will this game be in Early Access?

“Player/community support will determine the pace of development.

With enough support to actively focus on the project full time, the listed milestones can be completed within 12-18 months. If the project remains a personal itch being scratched and a moonlit project, 18-24 months is more likely.

Networked play will be the feature that occupies the most time and will weigh on the release schedule the most, given the nature of networking a fast paced game where every hit counts.”

How is the full version planned to differ from the Early Access version?

“Improved UI polish; Steam Achievements integration; additional actions; local multiplayer, both vs and coop; slime customization features; networked multiplayer.”

What is the current state of the Early Access version?

“This build is v0.0.0, and represents a prototype of the gameplay capturing the pace in mind.

In its current form it is a single player infinite run style game, with a simple story progression of sorts but no real "end"; each session you play through until you lose.

Current player actions:

  • Move (joystick)
  • Jump (south button)
  • Double Jump (south button)
  • Smash/Melee (west button)
  • Dash (east button)

Will the game be priced differently during and after Early Access?

“The price will have discounts on the initial launch price. As networked multiplayer is rolled out, the price may increase depending on team scaling plans by that milestone.”

How are you planning on involving the Community in your development process?

“While the game started to scratch a personal itch, ideally I want to develop it into a version players thoroughly enjoy and want to play with friends, which will require as much community feedback as I can get.

Discord, TikTok and Twitter will be used to communicate with the community, and will keep it informed of development sprints. Versions 0.1.0-0.5.0 have specific new game modes and polish in mind, while versions 0.6.0-0.9.0 will be a series of community determined priorities and sprints.”
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About This Game

An early prototype, Slime Brawly Brawl exists to scratch an itch. An itch for a simple, fast paced platformer melee game like 90s kids might have played and loved growing up.

Current build is a solo infinite run game where you battle your way up the levels against increasingly powerful opponents. There is only one attack, there is only one map, and there is only one opponent (or is there...). It is what it is: a prototype for something that could be fun in a future build.

With enough player interest to continue development, the milestones are (roughly):

  • 0.0.0: initial prototype, smash attack only, solo infinite run mode only (<- you are here)
  • 0.1.0: in-house Slime models, refactor prefabs/code, polish UI, add Steam achievements
  • 0.2.0: new actions: grapple and ranged
  • 0.3.0: local multiplayer vs
  • 0.4.0: local 2v2 co-op
  • 0.5.0: local 2v2 vs
  • 0.6.0 through 0.9.0: multiple Slimes, skins, maps, potentially skill point trees, community feedback based updates, patches, and creative direction
  • 1.0.0: online pvp and 2v2/3v3 vs (<- a legit engineering challenge I'd love to conquer)

This game sucks, I guarantee it! That said if you can squint and see what I see, any support, wishlists and sharing to friends/communities would help grind through that list of milestones. For the moment this is a solo-dev project, so to reiterate... it is what it is, fun for the sake of itself. Enjoy!

System Requirements

SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 10+
    • Storage: 200 MB available space
    • Requires a 64-bit processor and operating system
    • OS: OSX
    • Processor: Apple M1 or Intel Core M
    • Storage: 200 MB available space
      • OS: Ubuntu 20.4+
      • Storage: 200 MB available space
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