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Click the image to install Slime Guy at Steam

​Slime Guy is a 2D roguelite dungeon-crawler in which players play as Puddles, a slime who seems to be weak but has amazing slime abilities. 

My roles at Slime Guy are game designer and narrative designer. My duties include:
- Writing the narrative scripts
- Designing the enemies, concepts for stages, and slime abilities

Playtesting the game to find and report bugs to programmers
- Cooperating with artists, sound designers, and programmers to enhance gameplay

<Slime Guy Official Trailer>

<Primary Ability - Shotgun Slime Pellet>

<Secondary Ability - Slime Whip>

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<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

<Slime Abilities Design Process>

First, I designed the main mechanism (slime abilities)  of the game, making sure the abilities are slimey. 

<Miro Screenshots>

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Miro Board - Slime Abilities​

​

Using Miro, I illustrated the concept of the abilities.
designed abilities under 4 categories:

- Melee

- Ranged

- Summon

- Trail​​

​

 

 

 

 

 

 

Why 4 categories? 
- To make use of slime's characteristics: stretching, reducing, self-healing, and leaving traces​​
- To describe all these characteristics, 4 categories were perfect match!
​

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<Final Results>

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

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<What I Learned>

SCOPE!!
- Being creative isn't enough
- What I want it to be done vs What actually can be done
- Think about how programmers would make them before designing
​

<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 Initial Design>

- Purpose: Maximize the uncertainty and improvisation of roguelite through random 'variable' of natural disasters (thunder, fire storm, earthquake, mist)

<Scope Adjustment>

- Problem: Due to development time and resource constraints, implementation of all variable raised concerns about overall quality degradation

Solution: Decided to boldly deleting "variables" and  focus on "combat"

Result: Eliminate variables and complete the stage with "tactical spatial design" utilizing monster placement

<Final Result>

- Combat: Converted to a battlefield where players can test their own build (skills/item synergy) without being disturbed by the weather effects

Game learning: Plays a role in advancing gameplay while increasing operational proficiency before difficulty increases

<Initial I-Valley Design Document>

<Slime Guy 1st Enemy - Gremlin>

<Slime Guy 1st Enemy - Advanced Gremlin>

<Slime Guy 1st Enemy - Gremlin Summary>

- Role: Continuously approach and restrict player movement

- Design intention: Simple attack pattern to induce proficiency in player movement

Combat contribution: Enclose players through numerous deployments, causing player avoidance

<Slime Guy 1st Enemy - Advanced Gremlin Summary>

- Role: Threaten players with a ranged linear attacks

- Design intention: Causes players to make a quick judgment

Combat contribution: Limits players' movement through the ranged attack

<Slime Guy 1st Enemy - Gremlin Design Document>

The document focuses on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

Why Gremlins?

- Natural for creatures like gremlins appear and move around as a group at the valley
- Slime Guy takes its place in a high-fantasy world! Gremlins often appear in a place like this.

​
What Gremlins can do:
- Appear individually or in a group & attack the player
- Close attack

What Advanced Gremlins can do:
- Appear individually or in a group & attack the player
- Ranged attack

Why 2 different versions of same monsters?
- Create combat rhythm
- Induces player movement with close attack from Gremlins and requires players to make immediate judgments (avoidance or combat) with ranged attack from Advanced Gremlins

<Slime Guy 2nd Enemy - Wizard>

<Slime Guy 2nd Enemy - Wizard Summary>

- Role: Interferes players' attack rhythm with teleport and 3-way attack

- Design intention: Simple attack pattern to induce proficiency in player movement

Combat contribution: Creates an environment of players continue to move without staying at a same place with Advanced Gremlin

<Slime Guy 2nd Enemy - Wizard Design Document>

The document focuses on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

Why Wizards?
- Main core: Teleport
- When players move near the wizard and attack, teleport to another place to disrupt the battle pattern
- Ignore the wizard -> keep getting ranged attack
- Get close to the wizard -> Teleport somewhere else to break the battle pattern

Why Wizards When There is Already Advanced Gremlin?
- To adjust difficulty level
- Advanced Gremlin's ranged attack is made in a straight line -> Easy to dodge, especially in the roguelite genre, which has the characteristic of players getting used to patterns as they die
- Wizard's ranged attack is made in three-way
- Wizard's attack aims for players' blind spots through teleports and three-way attacks.
- Having both Advanced Gremlin and Wizard requires players to have a high level of avoidance skills and priorities 

What Wizards can do:

- Teleport for moving
- Teleport to somewhere else once the player gets too close with them

- Ranged attack

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

The document focuses on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

What Spirit of Fire got cancelled
:
- Clever idea, but shortage of artists
- There was only 1 artist in the team when the concept design for Spirit of Fire was done.

What Spirit of Fire can do:

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

 

<Slime Guy 3rd Enemy - Golem>

<Slime Guy 3rd Enemy - Golem Summary>

- Role: Strongly teaches player's silly movement, including dodging the monsters' attack

- Design intention: To develop psychological warfare inducing players to maintain distance and avoid timing with low mobility but overwhelming attacks

Combat contribution: Limits players moving routes and balance battle in chaotic combat​

<Slime Guy 3rd Enemy - Goelm Design Document>

The document focuses on the following:
- Type
- Behavior
- Agro
- Types of Attack
- Stats

Why Golems?
- A monster that moves slowly but has a powerful shot
- Easy to avoid, but gives fatal damage if you get hit even once -> Gives tension
- While dealing with fast-moving monsters, such as Gremlins and Wizards, players will constantly check the their position so they don't go to the space where the golem is.

Synergy with other monsters
- Designed for players to prioritize of attacking monsters using their space and abilities
- Gremlins' close ranged attack
- Advanced Gremlins' ranged attack in a straight line 
- Wizards' teleport and a three way attack

What Golem can do:

- Moves slowly
- But g
ives massive damage to the player

<Slime Guy 4th Enemy - Vine Creature>

<Slime Guy 4th Enemy - Vine Creature Summary>

- Role: Continually generates objectiles and fires them, and erases the player's safe zone

- Design intention: Focusing on visual production (seeds, vines) so players can compete with real-time generated terrain (seeds) & deal with the threat (vines) happening after the monster's death so the tension of the battle can be kept

Combat Contribution: Limits the players' movements and increases the tension of the battle


<I-Valley 4th Enemy Candidate Design>

The document focuses on the following:
- Name
- Size
- Type
- Apperance
- How Do They Move
- Attacks
- Stats
-
Strategy to Take Down

Why Vine Creature?

- Make players feel various combat experiences
- Others monsters disappear completely after their death; however, vines are generated after Vine Creature dies -> Vines can give damage players -> Can't let go of the tension even after the battle is over.


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


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


<Slime Guy 4th Enemy Other Candidate Design>


<Slime Guy Boss Design Summary>

- Role: The final boss to close the narrative and an all-rounder driving the players to their limit through different phases

- Design intention
Design the pressure to match the story of kidnapping the player's family and friends & the destruction of the village & 
- The same skills are intended to be invoked faster in Phase 2 so that the player can respond more accurately to the boss skills acquired in Phase 1.

Combat Contribution: Players learn through the phases and later a variable called 'speed' is added to to switch the combat from 'the final boss battle' to 'limit-breaking battle'


<Slime Guy Boss Design Document>

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 Summary>

- Role: A checkpoint for pre-combat maintenance and a system for checking the players' performance

- Design intention:
- After defeating the final boss, the village gradually returns to its original state, presenting the goal of rebuilding the village and finding family back to the player
- Through Relic encyclopedia, players can view information about relics and develop strategies by learning the information

Combat Contribution
- Select skills before entering the battle & contribute to the player to have the upper hand in the battle

- Helps players master games by obtaining relocation information through the relic encyclopedia, understanding the efficiency of the items, and developing strategies tailored to them


<Slime Guy - Slime Village Concept Design Document>


<Slime Guy - Slime Village Script Summary>

Narrative Intention
- Presenting guidelines: Wrote in a screenplay format to clearly communicate visual and auditory directing elements such as character line tone, camera angle, and sound to the team
- Motivating players: Encourage players be hostile to the de facto power that took the village and their families

Design Intention
- Describing the worldview of the game: Designed to help the players understand the world view of the game with just a prologue
- Motivation: Make players think about who did this and why, and motivate them to play games

Combat Contribution
- The prologue not only learns how to play the game through the first battle, that is, how to operate it, but also allows you to experience the combat system as a battle for survival, not as a practice
- It shows that the monsters in the prologue are related to the forces behind them, allowing players to justify their actions


<Slime Guy - Slime Village Script>


<Silme Village Script Justification>

- Destroy the village and kidnap the player's family so they can fight the monsters
- Display the quest window to transit from cinematic scene to gameplay scene

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<Silme Village Script Gameplay and Interaction>

- Make possible interactions between players and NPCs & objects

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<Silme Village Script Predicting & Responding to Player Behavior>

Narrative Intent
- Describe possible scenarios and provide a guide to address unexpected situations that could happen in the gameplay for the development phase

Design Intent
- In-game events are generated according to the player's behavior, being responded by a system 


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

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<Slime Guy - First Encounter with the Boss: Iresine>


<Slime Guy - Iresine Encounter Summary>

- Explains all 4 different encounters between Puddles and Iresine.

Why Iresine?
- a name of flower, which fits Nymph
- The beauty seen in flowers <-> the cruelty seen in the destroyer and kidnapper
- An 2 different images conflicting with each other increasing the immersion of the game

Why 4 interactions?
- To make players to replay the game
- Can save one slime after defeating the boss once
- Need to defeat Iresine total of 4 times to save all of the slimes.


<Slime Guy - Iresine Encounter Dialogue>

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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