Super Slime Arena cover
Super Slime Arena screenshot
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Genre: Fighting, Platform, Indie

Super Slime Arena

Weekly SlimeFest Online Game Meetup!



We are reviving Weekly SlimeFest to help people find more online games! This will be hosted weekly on our Discord Server. More details to follow but if you are interested, please join our server and respond to the latest post in #announcements with the Weekly SlimeFest Emoji! We'll organize a poll soon to pick the best time(s) and plan to start soon! Thank you for reading and stay slimy!

「ウィークリースライムフェスト」が Discordで始まります!これは毎週オンライングループです。
興味のある方はDiscordの#announcementsで新スライムフェスト絵文字でご返信ください!

discord.gg/JellyTeam

JellyTeam

Tokyo Game Show 2019!

Hello everyone! We are exhibiting Super Slime Arena at Tokyo Game Show this year. We will be in the Indie Game Area (インディーゲームコーナー) in booth 9-A38 for the whole event! Please come see us and play Super Slime Arena if you are in the area. Stay slimy!

Information: Tokyo Game Show Website

Super Slime Arena Official Discord Server!

Goo day to you! We have launched our official Discord for Super Slime Arena and JellyTeam's future projects! Stay slimy friends!

⬇️ENTER THE SLIME ZONE!⬇️
discord.gg/JellyTeam

Slime Update 1.0.4

Heyo! So, uh, it's been a bit. Hope y'all have been well. JellyTeam is still kicking, despite what the lack of game updates may have led you to believe; we've just all been pretty busy with life stuff. You know how it is. Busy people with many important things to do. We're still working hard on our major content updates, which you'll hopefully be hearing more about pretty soon, and in the meantime we've got this hotfix patch for you!

Online: Our old hosting provider for server listing decided they were no longer in the business of inexpensive server hosting, so we had to take online down for a little bit while we got the new one set up. The new server has actually been up and running for a week or so, but it took us a little longer to get this patch out because we also wanted to include....

XInput: For those of you gaming on Windows using Xinput controllers who have been stymied by the hard 4-controller limit, fear not! This patch also completely removes XInput from our controller code, which should mean we can detect additional controllers via DInput.

That's all for now! We know updates have been scarce, but we're doing our best to switch up our approach this year, so you'll probably be hearing from us again soon enough!

If you're planning on visiting Boston for PAX East in a few weeks, feel free to stop by the [REDACTED] booth to say hello! Oh, yeah I guess that's not public yet, uh... just keep an eye on our Twitter, we'll keep you posted.

Stay Slimy!

[SERVER ANNOUNCEMENT] Online Temporarily Down

The company we were hosting our online multiplayer matchmaking on is closing so we are moving to a new provider. Online will be down for up to a week or so while we test and make the transition. We'll release a new patch when it's ready. Stay slimy!

1st Anniversary and Future Plans!



Today marks Super Slime Arena's 1st Anniversary! Thanks so much to our fans for the support so far, we think 2019 will be an exciting year for slime!

We had originally planned to have a substantial new update out today but unfortunately we've had to push that back due to a critical bug that hopefully can be resolved within a week or two at the latest. We'll post more information later but we'll say it's single-player related as many of our fans have requested!

Stay slimy!

Please support on Twitter!
https://twitter.com/SuperSlimeArena/status/1088119163997032448

Untitled

Super Slime Arena is coming to BitSummit in Kyoto!



We're excited to announce that Super Slime Arena is coming to BitSummit, the biggest indie games festival in Japan! May 12-13 at Kyoto Miyakomesse!

More information:
bitsummit.jp

Stay slimy and see you in Kyoto!

Slime Update 1.0.3

Hey Slimefriends!

Sorry this patch took a while, we've been pretty busy behind the scenes planning for a big upcoming event! That we're not supposed to talk about yet! Secrets! Most of the fixes this time are aimed at the two modes that were kinda busted when playing online, Monobattle and Slime Rush, but we also snuck in a couple extra level animations here and there.

  • Monobattle: Scores should now be properly synchronized between sessions, so the same person wins from everyone's perspective.
  • Slime Rush: Correctly deducts health from remote players, so they advance characters correctly when scoring a kill.
  • General Online: Added a slight delay at the end of the match to ensure any ties are processed correctly; if a tie happened, but lag caused the final score/KO updates to be processed on different frames, only one player would be credited for winning the match.
  • Animations: New performers have come to visit the Haunted Slime Theater! And a new friend is hanging out at the top of the Factory.
  • Misc: Minor bugfixes, fixed a few places where the game would lock up in menus, added better indication for possible actions on a couple screens.

Thanks for playing, and stay slimy!

Slime Update 1.0.2

Hey! This is another stability/bugfix update, with even more love for our non-English speaking friends. This patch isn't available on Macs yet, because the guy who does our Mac builds is currently busy at a game jam; we should have it up after this weekend, sorry for the delay.

<*>Fixed issue where saving a custom binding with a non-ASCII name would cause the game to crash on startup.
<*>Fixed issue where online and binding names wouldn't be rendered if their character set didn't match your local one (i.e. kana not displaying if your language was set to English).
<*>Fixed issue where an incorrectly configured controller binding could trap you on the binding edit screen.
<*>Monobattle netplay is less buggy than it was previously, but scores don't appear to be syncing properly; still working on this one.
<*>Misc. crash fixes.

Again, read on for more technical details:

That first issue was due to our system saving custom bindings in a file with the same name as the binding; Haxe string representations and windows file names were colliding in a way that produced a corrupted filename, and when the game tried to load it on startup it would crash.

Now all custom bindings are saved in a single file called "custombindings.xml", so that can't happen! This won't invalidate any old bindings that were properly working before, don't worry; it only affects the saving process, the loading process is identical to before.

Fixing the "Custom{[file_write,stderr]}" problem:


  1. Right click Super Slime Arena in your library / Properties / Local Files/ Browse Local Files
  2. Open the game folder / Go to assets / Go to controllers
  3. Delete any files whose names appear to be garbled/random text
  4. Restart the game


The second issue was just a system limitation of ours; basically all text in the game is rendered in a font (usually a bitmap) that corresponds to your native language setting. We added a way to flag certain text as being in an arbitrary character set, which auto-detects which font should be used to render it based on the Unicode characters it contains.

The third issue just returns control to all inputs after a controller is bound instead of locking it to the bound one; this way if you map up *and* down to the same direction by accident, you can still navigate around the menu and fix it using the arrow keys or WASD (or even a different controller if you've got one).

Thank you and stay slimy!