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<Slime Abilities Design Process>

First, I designed slime abilities, the mechanism that player will use for the game. I had to make sure the abilities are slimey. 

<Miro Screenshots>

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Screenshot 2025-03-15 at 10.13.23 PM.png
Screenshot 2025-03-15 at 10.08.29 PM.png
Screenshot 2025-03-15 at 10.08.39 PM.png

Miro Board - Slime Abilities​

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Using Miro, I illustrated how the abilities will look like and what would they do to the enemies. I designed abilities under 4 categories:

- Melee

- Ranged

- Summon

- Trail​​

​

 

 

 

 

 

 

Why Abilities were designed under 4 categories? 
- To make use of slime's characteristics: stretching, reducing, self-healing, and leaving traces​​​

Screenshot 2025-04-14 at 8.45.27 PM.png

<Final Results>

Due to lack of development personnel and time, some skills have changed or disappeared. Below is a list of final skills.

Screenshot 2025-05-21 at 2.13.19 AM.png

<Explore, Fight & Collect>

<Buy Ability>

<Buy Relic>

<Gameplay Loop>

- Explore different room
- Fight enemies
- Collect currency and use them to buy either relics or abilities from shops located at the dungeon

Then repeat them.

<I-Valley Design Document>

I-Valley is a mysterious dungeon with unstable weather effects that bothers players from going through the dungeon, such as earthquakes, thunderstorm, and firestorm. 

I-Valley design document explains the stage including stage features, theme, and player experience

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During the production process, due to the timely scope the weather effect could not be made.

<Slime Guy 1st Enemy - Gremlin>

<Slime Guy 1st Enemy - Advanced Gremlin>

<Slime Guy 1st Enemy - Gremlin Design Document>

It is natural for gremlins to appear and move around as a group at the valley. With this concept on my mind, I started writing design document of 1st enemy: gremlin.
​
What Gremlins can do:
- Appear by themselves or in a group & attack
- Only close combat

What Advanced Gremlins can do
:
- Appear by themselves or in a group & attack
- Attacks from the distance

The document focuses on the following:

- Type
- Behavior
- Agro
- Types of Attack
- Stats

<Slime Guy 2nd Enemy - Wizard>

<Slime Guy 2nd Enemy - Wizard Design Document>

I could see the wizards appearing on the battlefield randomly and use magic spells to attack Puddles. With this concept on my mind, I started writing design document of 2nd enemy: wizard.

What Wizards can do
:
- Teleport for moving
- Teleport to somewhere else once the player gets too close with them

- Attacks from the distance
​
The document focuses on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

<Cancelled Slime Guy Enemy - Spirit of Fire Design Document>

<Slime Guy 1st Enemy - Gremlin>

<Slime Guy 1st Enemy - Advanced Gremlin>

<Slime Guy 1st Enemy - Gremlin Design Document>

I imagined the dwarves digging for minerals in the canyon. With this concept on my mind, I started writing the design document of 1st enemy: gremlin.
​
Since the gremlin would be one of the basic enemies, I designed it as melee enemy and moves around in groups. They approach the player at high speed and strikes the player with a weapon on their hands.
​
The document focuses on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

It is natural for a spirit to make its appearance in the game since the game is a fantasy related. With this concept, I started making the design document of 3rd enemy: Spirit of Fire.

What Spirit of Fire can do:

- Charges toward the player to stun them
- Summon obstacles from the floor to attack the player

​
In the design process, I focused on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

The team and I decided to not include it in the game due to the shortage of artists. While I was designing the concept of the enemy, we only had 1 artist.

<Slime Guy 3rd Enemy - Golem>

<Slime Guy 3rd Enemy - Goelm Design Document>

I thought what if there is a monster may be slow, but it is the most dangerous among the general monsters due to the damage it can give to the player. With this concept, I started making the design document of other enemy: Golem.

What Golem can do
:
- Moves slowly
- But g
ives massive damage to the player
​
In the design process, I focused on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

<Slime Guy 4th Enemy - Vine Creature>


<I-Valley 4th Enemy Candidate Design>

Fortunately, more artists joined the team later, which allowed me to make more concept design of enemy. This allowed me to create a design document for the 4th enemy: Vine Creature.

What Vine Creature can do
:

- Summons the vine from the floor to attack the player
- Shoots an energy ball to the player
- Makes thorny vines after its death, which can damage the player

 
The document explains the following:
- Name
- Size
- Type
- Appearance
- How Do They Move
- Attacks
- Stats
- Strategy to Take Down

In the process of making this document, I envisioned an enemy that would match the theme of the game, thought about which enemy would give the player challenges and make them come up with strategies, and designed the document so that the players could feel various combat experiences.

Although the ideas were creative, they got cut since all of the enemies are related to bugs and the team wanted something more than a bug. While the idea getting cut, I learned that I had to expand the idea more innovative and creative to make an actual good design document.


<Slime Guy 4th Enemy Candidate Design>

This is how I came up with the concept of two different candidates for the 4th enemy: Vine Creature and Spirit
​
The document explains the following:
- Name
- Size
- Type
- Appearance
- How Do They Move
- Attacks
- Stats
- Strategy to Take Down
​
After having a team meeting about the document, the team and I decided with to move forward with Vine Creature.

With this, the four enemies for Slime Guy were decided:
- Gremlin
- Wizard
- Golem
- Vine Creature


<Slime Guy Boss Design Document>

Since all the battle will be happening at I-Valley, I came up with an idea of the boss that goes along well with the valley: Nymph.
​
Why Nymph?
-  Not weird for nymph to appear!
- A character with a nice and gentle image appeared as a boss 

 
The document explains the following:
- The attack patterns of the final boss


<Slime Guy - Slime Village Concept Design Document>

After finishing making the concept of the monsters, I designed the concept of Slime Village, the place where the game actually starts
 


<Slime Guy - Slime Village Script>


<Silme Village Script Justification>

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Narrative_Justification2.png

I motivated players to fight enemies:
Destroy Slime Village and kidnap Puddles' family
​​


<Silme Village Script Gameplay and Interaction>

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Object_Interaction.png
Character_Interaction.png

The script also includes the following:
- When, where, and how the game starts
What happens when players interact with other objects and characters​​


<Silme Village Script Predicting & Responding to Player Behavior>

Prediction1.png
Prediction3.png
Prediction2.png

I also wrote barks...
- to prevent each and every action that players would do 
- to prevent players to destroy the game system​

<Slime Guy - First Encounter with the Boss>


<Slime Guy - Nymph Encounter Dialogue>

The document explains all 4 different encounters between Puddles and Nymph.

I named the Nymph as Iresine

Why Iresine?
- a name of flower, which fits Nymph

Why 4 interactions?
- To make players to replay the game
- Players can save one slime after defeating the boss once

Players need to defeat Iresine total of 4 times to save all of the slimes.
​

Huiyong's Game Design

© Peter Lim

All of these files are not commercially available. In addition, it is prohibited to change the work or make new work (secondary work) using the files.

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