SlimeFall

Game Dev
UI/UX
SlimeFall

Tech Stack

Godot
C#
Scripting
2D Game Development
Procedural Generation
Physics
Game Feel

Description

SlimeFall is a fast-paced vertical falling game where players guide Mote, a cheerful pink slime, through a procedurally varied pastel obstacle course. Players squash to dive through narrow gaps, dodge hazards, chain collisions, and transform gooey splats into controlled rebounds while racing toward the bottom.

Built with Godot 4.7 and C#, SlimeFall combines expressive character animation with precise, momentum-based gameplay. A custom hybrid physics system uses an authoritative CharacterBody2D capsule for stable collision detection, while a separate visual layer stretches, squashes, rotates, and splats the slime without affecting gameplay reliability.

The project challenged me to balance exaggerated, satisfying slime deformation with predictable high-speed physics. Its semi-procedural course system keeps runs varied while constrained generation rules ensure that every layout remains readable, fair, and playable.

  • Developed a semi-procedural level generator that rebuilds the course for every run using sector mirroring, controlled position jitter, randomized platform dimensions, obstacle rotations, gap sizes, and alternate route elements.
  • Implemented rejection-sampled obstacle placement with spatial-clearance checks to prevent platforms, hazards, and characters from overlapping while preserving an authored difficulty curve.
  • Built a custom slime controller running at a fixed 120 Hz physics rate for reliable high-speed movement and collision handling.
  • Created continuous squash mechanics that dynamically modify gravity, terminal velocity, steering strength, visual form, and collider dimensions.
  • Calculated rebounds using collision surface normals while preserving tangential momentum, enabling deliberate wall redirects and chained impacts.
  • Separated visual deformation from the gameplay collider, allowing exaggerated squash-and-stretch animation without introducing unstable soft-body physics.
  • Designed responsive mouse and keyboard steering with acceleration, speed limits, and reduced control at extreme velocities to preserve momentum and route commitment.
  • Added procedurally generated impact sounds, synthesized music, particle effects, persistent slime decals, camera shake, speed lines, and impact slow motion.
  • Implemented checkpoints, recovery transitions, timing, speed telemetry, run statistics, collision chains, and instant restarts for a replayable speedrunning loop.
  • Iterated on controls, camera behavior, collision rules, HUD readability, and course generation using structured playtest feedback.

Project Highlights

Hybrid Slime Physics

Built precise high-speed movement using an authoritative CharacterBody2D capsule, while a separate visual layer stretches, squashes, rotates, and splats the slime for expressive feedback.

/projects/slimefall/main.png

Semi-Procedural Course

Created a course generator with sector mirroring, controlled jitter, randomized obstacle dimensions, rotations, gap sizes, alternate route elements, and spatial-clearance checks.

/projects/slimefall/main.png

Speedrunning Feedback Loop

Implemented checkpoints, recovery transitions, timing, speed telemetry, run statistics, collision chains, procedural audio, screen effects, decals, and instant restarts.

/projects/slimefall/main.png

    Kathleen Lim | Developer Portfolio