
Spellslime is a game made by me!
It’s a magical, bouncy roguelite with lots of computer science and passion baked into it.
Design Process
Spellslime began when I was playing around with softbody physics in Godot engine. As soon as I made a little slime, I fell in love with it.
Softbody physics drive the game. To make the experience smooth and enjoyable, I optimized pre-existing physics libraries with static typing and more efficient runtime.
The Powder Toy!
The other big component of Spellslime is The Powder Toy. I wanted to put my skills in C++ to good use, so I integrated a wonderful open-source particle simulation game written in 2004.
The Powder Toy lets me use water, fire, acid, bombs, lightning, and so much more in my game. It runs as a C++ extension for Godot, which means it’s blazing fast.
The extension I wrote is available in the open source! Check out the github here.
Items and Goodies
Spellslime includes many supporting systems, like random items which affect many abilities, crystal currency, a randomized overworld, and much more.
Put it all together!
Spellslime continues to grow as a passion project. You can already leap, blast, and spellcast, but much more is coming. Stay tuned!