Neon Slimes cover

2 Player game

Neon Slimes

Neon platform duel won by landing on your opponent's head to shrink them.

Difficulty
Easy to moderate
Compatibility
See device support below

Game overview

Neon Slimes turns a platform fight into a shrinking contest. Landing on your opponent's head weakens them and takes something off their size, so a match is won by repeatedly getting above them rather than by trading hits on the ground. A double jump gives you the height to set those landings up, and it is the move that separates a player who understands the game from one who does not.

This title is best suited to two players who want a quick platform duel decided by jumping.

How to play Neon Slimes

  1. Take a slime each on the platform
  2. Move to get yourself above your opponent
  3. Use the double jump to gain the height you need
  4. Land on their head to weaken and shrink them
  5. Keep it up until they cannot recover

Controls

  • Keyboard: first player moves and jumps with one half of the keyboard
  • Keyboard: second player moves and jumps with the other half
  • Keyboard: press jump again in the air for a double jump

Objectives and failure conditions

Objectives

  • Shrink your opponent by landing on their head until they can no longer fight back.

The run ends or fails when

  • Being landed on repeatedly shrinks you until you lose the match.

Gameplay mechanics

  • Head landings are the only damage source, so vertical position decides the fight.
  • Each hit reduces the opponent's size, which changes how both sides move.
  • A double jump extends your reach upward and is central to setting up a landing.

Device compatibility

Desktop browsers

Mouse and keyboard: Neon Slimes loads straight into the page on desktop Chrome, Edge, Firefox and Safari with no download or plugin. Controls used: Keyboard, Keyboard, Keyboard.

Phones and tablets

Keyboard game, play on desktop: Neon Slimes is driven by keyboard input, so a laptop or desktop keyboard gives the playable experience.

Tips for Neon Slimes

  • Save the second jump for the landing rather than spending it on travel
  • Stay mobile on the ground; standing still invites a stomp
  • Bait them into jumping, then take the height they just gave up

What worked well and what did not

Pros

  • Vertical combat is a genuine change from side-on brawling
  • The double jump gives it a skill ceiling worth learning
  • Clean neon look that reads clearly

Cons

  • One idea carried across the whole game
  • Matches can drag when both players play defensively

Player comments

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