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!

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