IGN Review of Mister Slime
Mister Slime is one of those games that you really want to like. It's original, it's got clever gameplay elements, and the developers took the project to heart in bringing their concept to light. But then it just drags on and on and on, and that clever gameplay becomes its downfall. Thumbs up for coming up with something new, but thumbs down for not doing much to keep players' interests with that new concept.
Even though the two projects are pretty much unrelated, it's hard not to be reminded of Soul Bubbles when playing Mister Slime. Both games are 2D side-scrolling cavern maze games that have an overwhelmingly "European" flavor, both games have an odd, off-putting set of character designs, and both games utilize the touch-screen in ways that bring clever, untapped gameplay to the scene. But Mister Slime doesn't have the same addictive and engaging experience that Soul Bubbles enjoys; like Soul Bubbles, when you're just a few levels into the Mister Slime you've pretty much seen everything that's going to happen. But where the free-flowing exploratory game design of Soul Bubbles has a flair for keeping your interest with a sense of relaxing mellowness, Mister Slime's staccato and abrupt gameplay has a slight sense of annoying rigidity that's a turn-off after just a few minutes beyond the somewhat successful first impression.
The gameplay pretty much boils down to players clicking and dragging on Mister Slime's body, pulling limbs out of his globular form to latch onto pegs. He only has four arms to utilize, so to make forward momentum you'll have to release trailing arms and pull them up front. That's how you move Mister Slime -- it's not a smooth experience. It harkens a bit to Donkey Kong: Jungle Climber and King of Swing, where you controlled each of DK's hands to move across a peg board. But in Nintendo's game it was a fluid experience since you simply held and released two buttons to open and close his hands. In Mister Slime you have to drag a hand, tap on a hand, drag a hand, tap a hand, drag a hand...
After about three levels of this you'll probably have had enough. To add a bit of variety the designers throw in some power-ups and the ability to attack enemies by slingshotting Mister Slime's body into them. This slingshot maneuver is incredibly wonky though, since Mister Slime doesn't really have a whole lot of spring to him -- sometimes he'll have enough momentum to knock them out, sometimes it won't be enough and he'll just take damage. The developer didn't include a map of the level, which would have done wonders in seeing where the heck you're going -- you don't have much visibility beyond the edges of the screen, and the "scroll the view" option with the D-pad actually hinders control since you can't click on off-screen items when you've shifted the viewpoint.
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