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Sklime News

PvP mode beta, Caves and Nexus Trial

[h2]PvP Mode (early beta)[/h2][p]There's a new PvP mode available in Sklime, it can be accessed toward the end of the Caves zone on "The Depths" map. If you haven't beaten the game yet, I suggest doing so, but it can be accessed at any time so feel free to check it out.

While in a PvP arena, your Slime gains a number of new abilities:[/p]
  • [p]Clap your hands together to shoot a projectile outward[/p]
  • [p]Press R1 to dash in the direction your right arm is currently pointing[/p]
  • [p]Click the left stick button (L3) to envelop your slime in a bubble that flies in the direction the left stick is held after a short time[/p]
[p][/p][p]When you hit other players with your Right arm in game, they take damage based on a mix between how fast you are moving and how fast you are swinging your arm as it hits them.[/p][p]
Dealing damage with either projectiles or arm hits causes their percentage to increase, and as their percentage increases they get stunned for longer and fly further away when getting hit.[/p][p]
When respawning, you have a short window of invincibility. [/p][p][/p][p]If you try this mode, I recommend joining an arena with someone you live near (same country) for the best experience. To find someone to play with try the discord: https://discord.gg/9PdMuVHbRE[/p][p][/p][p]With the fighting update, there are also a couple Fox themed cosmetics you can unlock for getting 1 and 20 kills in the mode.[/p][p]
PvP mode is still in a bit of an early state so please feel free to provide feedback, I plan to have another PvP update sometime again in the future (multiple months out, I have limited time to work on updates right now)

[/p][h2]New Trials
[/h2][h3]Caves trial

[/h3][p]The caves trial is a long trial that focuses on various wind mechanics, and is one of the hardest trials so come prepared!
[/p][p]Nexus Trial


The nexus trial is also one of the harder trials available, focusing on a sequence of shooting star related challenges[/p][p][/p][p]Trial progress can be viewed on The Surface inside the temple. The borders around the icons above the teleporters there will glow if you have completed the trial for that zone.[/p][p][/p][p][/p][p][/p][p]A number of bugs have also been fixed, including some pretty catastrophic language related bugs locking out minigames or even the main game, really sorry if anyone experienced these.

Look forward to a final trial challenge at some point within the next month or two - accessible once you've cleared the trials for every zone[/p]

Custom Trail Colors, fixes v1.22

You can now select custom trail colors in the cosmetics menu. The gold trail has been replaced with a multicolor trail, which lets you choose a secondary color for trails to fade to. Wall jump markers have been placed in the standard map, and Terrestrial Nexus has had a few visual changes. A number of smaller bugs have also been fixed

Nightmare balance changes and bug fixes - v1.20b

Level adjustments

A couple of jumps in Nightmare mode have felt unfair, and have been adjusted

Firstly, on this jump, the mushroom on the bottom left could push you away after you had already landed on the platform. The segment has been slightly adjusted, so that if you land on the new smaller platform you can not get hit by the mushroom when swinging up. The mushrooms have been slightly adjusted to maintain a similar level of difficulty otherwise



The second jump that was adjusted is this one in the Chasm, it often caused the player's body to lose momentum because the player's body would bump into the top part of the opening.



[h3]New walljump markings[/h3]

In the normal map, areas where you are expected to walljump are marked with slightly different visuals. Originally, I hadn't added these to nightmare mode, but I've added them in with a new visual style. Dashed lines now indicate places the player is suggested to wall jump for a section. Of course there are multiple ways to clear many sections, so they are just suggestions. In games where you can easily lose a lot of progress I don't want players to have to guess too much at the path they need to take forward.



[h3]Bugs fixed[/h3]
Camera not following after taking the portal in Spring Falls
The arm joints that connect to the ground no longer get separated at least on non-moving objects
Prevented a bug where you would get stuck looking around if you pause while looking
Updated ground jump logic - you should be able to jump off of spiky surfaces consistently now
Fixed display issues with certain text (especially splits)
And others

Also congratulations to purple for the first clear of Nightmare mode in under 8 hours of playtime!


If you've tried the map you'll know what an impressive time this is. Upon finishing the map, it took me a bit over 8 hours of playtime to complete.

Nightmare mode map release - V1.2

The Depths - Nightmare


A new map has been added to the game, which you can play after beating the regular map. It's based on the regular map, follows the same structure, but each zone is redone or changed up in significant ways to be harder.

This is a very difficult map, which I have ranked as 5 star difficulty - above the Tiny Arms and One Arm modes. I don't expect many players to be able to beat it, but I wanted to get some content into the game for the most dedicated players. My next priority is lots of general improvements around the game, extra cosmetic options, and polishing up existing features in preparation for a playstation release.

A new zone has been added as well, bringing the total height of the map to around 1150m.



The chasm is below the caves area, and you enter it just after completing Spring Falls. It doesn't contain new mechanics and instead focuses entirely on highly precise platforming, and getting through tight spaces.

In the next couple of days, I'll release a video showing off all the different sections of the game, but for now I'm letting everyone try out the map mostly blind - excluding the areas I showed off in my latest Youtube video:

https://www.youtube.com/watch?v=8VcWMRU85EE

[h2]Custom Effect Colors[/h2]

For the first of color customization updates, you can now set custom colors for the jump and grab effects. If you beat the new map, you can also have the effects glow. In the future, trail colors will be customizable as well, but it is not possible yet.

[h3]Bug fixes:[/h3]
Changes to prevent accidental releases from climb regions
Replay fixes
Fixed not getting second arm in standard mode in some cases when using the setting to pick up the right arm first
Some fixes to fonts displaying incorrectly in some languages

Thanks and good luck to everyone who tries the new map! It took me about 8 hours of serious attempting, when I already knew the map to a decent degree. Apologies if it is too hard for you - I'll look to add more intermediate difficulty content in the future

Replays, One Arm Mode, Tiny Arms Mode - v1.13

Replays Beta

When you complete a new best a run, the game will try and submit a replay for the current gamemode. These can be viewed from the new Leaderboards tab in the pause menu

You can play a maximum of 3 replays at a time from different players, either in the world, or you can spectate them from their perspective



Leaderboards Panel

View the leaderboards conveniently in the new leaderboards tab, you can go through the pages, view scores for different gamemodes (and maps eventually)

If a score has a cloud icon, then you can download and watch a replay for it



New Gamemodes (Unlocked after beating the game once - warning, very difficult):


[h2]Tiny Arms Mode[/h2]

Play through the game with smaller, weaker arms. You'll have to use advanced techniques such as rotating both arms forward at the right speed when jumping to gain extra distance, as well as small vertical wall jumps in some locations. If you need help, visit the discord at Zankai Games or watch a replay on the leaderboards

[h2]One Arm Mode[/h2]

Allows you to play through the game with only one arm. If you prefer to use the other arm, use the new First Arm setting in the options menu - it lets you decide the order you pick up arms in a playthrough. Make sure to set this before grabbing the arm, it cannot be changed after currently.



Saves are separate for all gamemodes, so feel free to swap between them, your progress will be saved.

Warning
For both one arm mode and tiny arms, to clear the asteroid section you need to jump off of an asteroid - or make a very precise wall jump. I made these gamemodes with a philosophy of making minimal changes, no part of the level is changed in either gamemode unless it is 100% impossible. As such, only the final sequence of both was slightly adjusted to be possible.

[h3]Other changes:[/h3]
Credits are now skipped if you've beaten the game already
The Forgotten Tower minigame now has a checkpoint halfway through
Various bug fixes
Forgotten tower moving platforms are now fully solid again (except when they spawn in for half a second or so)