
LootSlime
Bounce around, explore, find loot, and uncover secrets in LootSlime!
Controls: Arrow keys to move. Z/C to jump, X/V to use item.
LootSlime saves your progress automatically. Feel free to leave the page and come back again later to continue!
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 4.7 out of 5 stars (14 total ratings) |
| Author | treacl |
| Genre | Platformer, Action, Adventure |
| Made with | PICO-8 |
| Tags | Metroidvania, PICO-8, Pixel Art |
| Content | No generative AI was used |
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LootSlime PICO-8 Cart 38 kB
Development log
- 1.01 Release44 days ago





Comments
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That was super fun!
It was such a fun Metroidvania-style platformer!
The combination of fireball jumps and wall jumps, along with the challenging controls and puzzle-like route-planning elements, makes it tough—but the sense of accomplishment when you finally break through is huge!
Plus, there were so many different things between stages that it made me realize just how many visual effects you can pack into Pico-8, and exploring was a blast.
It was a totally satisfying gaming experience, meow!
Gravity feels too high, hitbox for spikes feels too big, can't control the height of my jump, ground movement is slippery.
326 deaths, 00:58:51.
does the hitbox for fireballs move up and down with their pixel animation? it would explain a lot of the fireball inconsistencies if true. The thing that got on my nerves most was getting snapped onto the spike on the top a block when i was trying to wall jump off the side. it should be possible to avoid this scenario by updating the collision logic not to displace upward if the block above is a spike
Reminds me a lot of animal well, amazing game!
207 deaths, 41:56. fun game! good platforming, and fun exploration when it wasn't being held back by the backtracking. there were a few particularly difficult challenges but everything felt fair!
also, as a slime, not sure how to feel about the ending...
This was a lot of fun until I dropped into the room below the dig upgrade. Those fire jumps don't leave any room for error.
Well beat it, the pat that everzone complains about is nastz, but going down and going up.
But I feel like the jumps in the same area, 1 or 2 screens to the left where even mroe annozing because zou couldnt reallz strategiye too much and ahd to go bz feel and reaction time.
Also that one guy I totally know that one from Mondschein (people of culture know that game) :-)
Beat the game in 1:10:32 with 352 deaths
Great game
509 deaths. 1:32:41. And my fingers and palms hurt bad. I hate the part above the planet. But I enjoyed the game. The frustration was right on the line of smashing my monitor with my keyboard :). What I would change: the sticky jump key (or how else to call it) when you hold jump and you are jumping continuously. Would be better if you would have to unpress the jump button to be able to jump again with the next press.
I was quite enjoying this until I got into the area with the background that has the planet with the cloudy ring. I don't know if it's a skill issue, missing an upgrade that would help me get out, or missing an alternative exit. But the only way I see to get out is a very unforgiving jump across three fireballs, up through a tiny crack, and backward through the spike area that got me down in the first place - with no checkpoints.
Up until that... the jumps seem really delicate - trying to jump off the very edge of a platform seems doomed to fail more often than not, and precision platforming with no jump height control is very painful (but may be part of the intended challenge). But otherwise, pretty enjoyable.
Same position. Was having a great time with this one until I hit the same spot and couldn't make it out. If we are missing an upgrade, then either need some way to prevent us from going down there, or a shortcut to get back.
There's no upgrade required there, I'm afraid it's just a tricky section, as it's meant to be one of the games end-game challenges! I have had a few comments about it being a bit unfair and I considered changing it, but ultimately I've decided to be true to myself as a fan of challenging platformers and leave it as it is. If you stick at it I'm sure you'll be able to clear it!
I respect your vision. But the time I spent across two days trying to get through that area lies in stark contradiction to your confidence that people will be able to get it. There hard, then there's "Nintendo hard".... then there's whatever this is.
Guess I'll just choose to decide that's the end of the game, that you forgot to put the "The End" screen down there, and that 100% collection is merely a completionist target. Under those qualifiers, good game.
I had restarted to make sure I hadn't missed anything and left it for last. As I had gotten better, I was able to eventually make the jumps and finish the game (overall great btw), but agree it was probably the hardest part. I think there were a few hitboxes on the spikes as as you are coming up from below them that felt a bit unfair, and the timing for that one jump on the lower middle section of the no-safe-zone screen that was frustratingly difficult, but otherwise it is a fair challenge.
Definitely keep the difficulty on this section! This is one of those precision platforming sections that really make the game memorable. My only frustration here is not having a restart mechanic before this section to avoid the walk of shame back to the starting platform. It's very rewarding practicing the section enough to consistently make progress. I ended up making it through this section once and somehow overstepped the end and died on the next screen.. causing me to need to do it again. I ended up clearing it again 2 attempts later. This is a very well designed game.
So cool! Some level are very touchy and coyote time is short but it's really a really really good game bro! Nice one !
Thanks very much for your kind words! I've added a couple frames of coyote time to make it more forgiving after getting a lot of comments about it.
Great vibes, but the edge of platform jumping is crazy hard, it's breaking my fingers ðŸ˜
This game feels like it has negative coyote time making jumping extremely frustrating.
I've just released a patch that gives the player a few frames of coyote time after getting a lot of complaints about it. Guess I just got too used to it in the play testing and it never bothered me :p
there seems to be a bug either with the compass, the map, or the green coins. the map keeps showing me that the last green coin is in 5,2 when there are no coins left in 5,2. at this point I have triple checked pretty much every wall 5,2 adjasent, so im pretty sure I didn't miss anything
restarted the save keeping track of what coins I picked up where, and the coin I was missing was one that I did find on my first attempt. at least the bug does not seem to be very reproducible, so its probably not a big deal, as even if it does happen again, replaying from the beginning to fix it isn't nearly as time consuming as the first attempt.
Thanks for your feedback on this. I'll do a little investigating and see if I can figure out what might cause a bug like this. Sorry that it impacted your first play through! And yeah, you can definitely do things a lot faster the 2nd time around. Personally I can do a full run through in about 10~ minutes!
So the first thing I did after getting the boots was turn around. Still haven't gotten around to going right of that room. Very grand open world platformer, love the challenge!
Very happy to hear you are enjoying it! :)