Hack and Slime
Go to Hack & Slime's Steam page steam

Description:

What could be scarier than a massive dungeon-tower infested with skulls, ogres, and dragons? That those same monsters ride the largest multinational in the world with it. You know; business is business.

Fight your way with fire and sword through more than 50 levels of pure action in a Hack and Slash as epic as it is hilarious: Skip all the sequences and dialogues, who cares? Farm dozens of hours until enemies are nothing more than punching bags, beat 200 hours of a no-budget indie game, and then cry on forums about how short it is. Do you want me to convince you even a little more? No problem:

Do not wait any longer and join the adventure of defeating "Warpmazon" (do not report us, please), and eventually, if you earn enough money... save the world.

History:

The story of Hack and Slime begins like many others with a previous game. In earlies 2020 Javier Rodríguez was near to closing a project after more than 2 years of work: Kingdom of Arcadia, before sending a polished version to the publisher he sought the collaboration of a Game Designer to review gameplay and mechanics, moment in which that Odín Campoy went into development.

After the publication of KoA, they saw acceptable sales and made them think of a new development, a manageable but more ambitious game with a team of between 3 and 4 people and continuing with the scrolling-based aspect of Side Scroll. The project needed graphics, so the next ones to join the team were Úrsula López and Isem Garcia, they would shape the style and art of the game. A few concept versions later, on June 1, 2021, the base was forged: Hack and Slime was a reality.

Afterwards, everything went very quickly, the good reception on social networks allowed us to increase the scope of the project and focus the development on creating demo versions for testing and feedback on itch.io and Steam. Thee good reception was such a surprise that we needed to call Carlos Vallejo quickly, a friend and experienced composer who had worked with Odín and Úrsula on Magical Prisma. The team was formed and everything was going from strength to strength, the iterations of the game brought the gameplay closer and closer to a Hack and Slash, satisfying and addictive, but instead of zenithal, horizontal.

And now a little dramatization:
Can this super indie team successfully launch their first Early Access campaign?
Will they get the attention of a publisher wich publish their game on all platforms?
Will they achieve that people to stop calling their Hack and Slash "Rogue like"?

Join us next June 1st for the next episode of "Hack and slime: The Early Access release" and find out!

Media:

Download media files and logos from here: download

Request Press Copy:

If you are a media outlet or a streamer and you are interested in trying the hack and slime to make a review, please fill follow this link and fill the form:

Link to the form here: form

Monetization Permission:

BullwareSoft allows for the contents of Hack and Slime to be published through video broadcasting services for any commercial or non-commercial purposes. Monetization of videos created containing assets from Hack and Slime is legally & explicitly allowed by BullwareSoft.

Credits:

Odín Campoy Cuéllar
Game Designer, Direction & Production, BullwareSoft

Javier Rodriguez Castellá
Lead Developer, SpoonBox

Úrsula López Sorribes
Art Director & Pixel Artist, BullwareSoft

Isembard Garcia Massana
Pixel Artist, SpoonBox

Carlos Vallejo
Composer and sound FX technician

Contact:

If you have any questions about Hack and Slime or want to contact us to discuss an issue related to the game or its development, please contact us at the following email:

hello@bullwaresoft.com