This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Platforms: PC
Languages: English
Players: Single-player
Feb 25, 2014 @ 1:41am
Apr 16 @ 2:02pm
Recent Announcements View All (6)
You have greenlit us
A proper hero is about to finally replace the orange ball - the current avatar.
  • I should be able to pull it off - and I suck at modelling and animations
  • Avatar’s size is rather small - no tiny detail are allowed, just shapes
  • It should look like a part of the world I've created so far
  • It should look like it can perform those types of moves that exist in the game - most notably squishing while sliding along floors, walls, ceilings and in-betweens
  • Its height should be close to its width. Kinda like circle or square...
It automatically means no humans, humanoids, animals and robots. Nothing with limbs, facial expressions and such.

So I had the options:
  • Simplistic and futuristic vehicle exploring foreign planet
  • Abstract-shaped animals
  • Slimey oozeling-like creature
Vehicles did not turn me on, I could not imagine abstract-shaped animals, so slimy-ooze it was.

Side note: I've been thinking about avatar long before I had the visual style, and among other things I considered:
  • A particle flying along some sort of electrical chain
  • A soccer ball - like it was kicked and now the ball has got to hit the goal
  • A girl in a hovercraft on a hostile planet (I could not help but picture it in anime-style). I feel like I should make it readable and post somewhere...

Anyway, making slime-thing seemed pretty simple. I mean it’s pretty easy to model something like this, but how do I go about animating it?

I mean, I know the basics of the technology and process involved in rigging characters with bones - you make a mesh, create a skeleton, assign bones to vertices of the mesh so that when you move bones the model deforms and you are ready to animate. Even I could do it. I can’t do it well, but if I were to make a stickman waving a hand, you’d understand that it’s waving a hand, not taking a piss. At least that’s a starting point to get better from.

But how do I create a skeleton for something that should become any shape? Experiments with bones yielded nothing relatively resembling what I hoped to achieve, leaving me severely demoralized.

As a last resort I had to ask google for an advice (to think of it, maybe that’s where I should have started :D ) - and it helped. Turns out Unity supports blendshapes (since version 4.3). Basically it allows to have direct control over each individual vertex’ position. I can transform my mesh into anything I want as long as the polycount does not change.

It works like this:
  • First, I need to create an initial model - the one that will be transformed into all other shapes and things.
  • Now I need to create “poses” - the shapes to turn into. In order to make sure there are no weird thing going on during said transformations, I just copy-paste initial model and move vertices until I’m happy with the result.
  • Once the poses are ready, I have to tell the initial pose about the existence of other ones - it’s simply done with the morpher modifier (in 3ds max).
  • I import (or export?) it in Unity - that’s where I actually create blendshape animations. What I do, basically, is say “at this point of time your shape should be 90%poseA and 10% poseB, and in 15 frames you should be 0% poseA and 100% poseB”.
  • Finally a little bit of coding is required to tell the game what animation should be played at what conditions (ie play run animation if the player is running, play slide animation if the player is sliding etc)

To think of it, it is essentially identical to any keyframe animation. the difference is that I have to manually model those keyframe-poses once, and then I can transform my avatar into them.

The clear upside of this approach is the level of control - if I want to, I can transform a ball into a house and then into a car and then into an octopus and so on.

On the other hand this control is achieved by manually moving each and every vertex to a “correct” position. Which is OK in my case - my avatar is pretty minimalistic - but it can easily become too damn gigantic amount of tedious work to pull it off.

So here we are, above are the poses I’ve got so far, and those are enough to make basic running, jumping, sliding, standing, yawning, squishing, stretching, attaching, pushing the wall, birth and win animations - of course they need a lot of work but at least I have something to improve now. Except for the death animation, but I suspect I would have to do it somewhat different.

Of course those are not final - I have to put some work into animation, but at least now I know the process.

Hope it was interesting. Feel free to comment and ask question.

Release date: 2015
Want to punish your keyboard? Download demo version from Dropbox![]

There are platformers, where you die a lot. Not the ones where you are being killed by something you can't possibly know, but the ones where you know what's what but can't pull off the moves.
There are games, where you can spend 10 minutes on a level that can be passed in under 15 seconds.
There are games that look so damn simple when you look at a gameplay footage but turn out to be really demanding.

SLIDE is a hardcore 2d platformer game. In this game there are no weapons, enemies and blowing stuff up. But there is a lot of jumping and dying.

Yes, SLIDE is "another indie platformer". But it has several interesting mechanics.

SLIDE was influenced by fightings, so it translated into a system where each jump is defined by combination of buttons pressed
For example:
  • UP + JUMP = jump straight up
  • RIGHT + JUMP = long jump to the right
  • RIGHT + UP + JUMP = high jump to the right
You can even jump down. Or you can stick to any surface and slide along it.

The most basic use for slide looks like this:

Contextual moves
OK, here's the deal - you have only 6 inputs (up, down, left, right, jump, strong jump) and combining those you can perform 50 different moves.
Jump from the wall is different to jump from floor to jump from air to jump from ground.
Popular Discussions View All (1)
Nov 21, 2014 @ 10:43am
Demo version feedback
< >
MR.XPNDA Jan 17 @ 7:38am 
SoFarSoGood Dec 26, 2014 @ 3:00pm 
SLIDE seems like a good game. Good luck further!
arseniyshved  [author] Nov 21, 2014 @ 10:44am 
So, here's the new version []. Warning - we had to make changes to the way we store saves, so your previous progress will be lost. Sorry.
arseniyshved  [author] Nov 21, 2014 @ 9:35am 
daparker26 , it's weird...
Honestly, i do not really remember what exact version is available to you - but it's old anyway. As I'm writing this I'm compiling a new one - I'll post a link to an updated demo as soon as it's ready!
daparker26 Nov 20, 2014 @ 9:27am 
Okay, I just tried using the A,S,D,L keys and it works much better. The arrow keys weren't letting me do the left 45 degree jump (and I got past level 2, btw).
daparker26 Nov 20, 2014 @ 9:21am 
I know this is supposed to be a hardcore platformer, but I'm having trouble getting past the second level. I think part of it is because the controls seem to be a bit iffy. I can't do the 45 deg jump to the left (works going toward the right just fine).
arseniyshved  [author] Sep 17, 2014 @ 5:57am 
We are. Thanks!
Exhaeus Sep 14, 2014 @ 5:18am 
Nice game, keep working !
KotProglot Jun 6, 2014 @ 12:07pm 
Good game, VOTED!
SlynerArtz May 18, 2014 @ 12:38am 
it looks like a good game :D