Slimes, blobs, and ooze are all wildly popular in the mad scientist circuit. The snarky scientist in Frank'n'Slime, a tricky, stylish puzzle platform game by Alex Kershaw and Enotick, is clearly part of that circuit. He's created a slime-blob-thing that turns out to be smarter than your average slime-blob-thing. You control this blob... can you outwit your creator? Use the [arrow] keys or [WASD] to move, [spacebar] to switch characters, and click on the gravity arrows to activate them. Hitting [R] or clicking the arrow button at the top menu restarts your level.
You'll have boxes to push, spikes to avoid, and jumps to make as you work your way to the door at the end of each level. The game is more about the puzzle and less about the platform, as there aren't many difficult jumps. Most levels you can take your time and contemplate the best move before diving in, so don't expect much fast-paced action. While similarities to Qoosh can't be ignored, Frank'n'Slime's gameplay is original enough to stand on its own. A nice feature is the ability to play any level at any time. It's great to be able to skip a level if you get stuck for too long. Unfortunately, the level select menu shows no indication if you've passed a level or not. This is a minor annoyance in an otherwise polished game. The voice acting is well done and funny, and the controls never feel off. Frank'nSlime is difficult enough without being frustrating, so put on your thinking cap and help the slime escape!
Advice for future mad scientists:
Never expect your test subject to believe your lies utterly and without question, and be prepared for if/when it doesn't.
Similarly, if you want to trick the subject into killing itself, be sure to seal off all possible alternative exits, or at least make sure the deadly thing doesn't look anything like a deadly thing.
Remember, your test subject isn't stupid. Hanging a "FREEDOM" sign in front of the deadly spikes doesn't make them look any less like deadly spikes.
Always cross-reference the subject's abilities with the death trap you're designing for it. If it can turn its body intangible by switching its consciousness into another body, don't put just one body in mortal danger while the other's perfectly safe.
Regardless of how long it will take for the subject to reach the bottom of the spiky death pit, make sure to finish building it BEFORE the subject starts to fall in, just in case an emergency comes up.
I've played a better version of something too similar where the test-subject could teleport and the voice actor was probably the same. I wish I could remember the name...
I think it's Qoosh you're thinking of. I linked it in the review. :)
@Kimberly: KMB seems to be using sarcasm here...
Well, whatever it was modeled after, it was still a good game!
KMB is just very bad at reading an article to the end. My apologies.
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