Fiche du jeu / ROGUE BY ROGUESlime 3K
Texte original · AnglaisWelcome to Slime 3K, an unhinged roguelite bullet-heaven set in the Despot’s Game universe! Build a deck of crazy weapons, grow stronger and devour hordes of pink puny humans as a murderous jelly blob on a warpath of death, violence and pretzels.
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA pixel-art roguelite bullet-heaven from Konfa Games and tinyBuild, set in the Despot's Game universe, where you play a murderous slime and build a deck of weapons and passive-tag synergies to survive escalating hordes across about 20 levels.
Texte original · AnglaisSteam players rate it Mostly Positive (about 80% of roughly 1,700 reviews) and it is a modest, cheap ($4.99) indie hit that has not broken out; third-party estimates put it at 50-100k owners and roughly $120k gross. Fans love the art, animation, weapon variety and the deckbuilding and tag-synergy layer, which they say makes it more strategic than a typical Vampire Survivors clone. Detractors say the meta-progression is slow and grindy, builds get narrow, and later levels feel like stat checks or difficulty spikes, so the game runs out of surprises around the mid-game. It left Early Access (launched Nov 2023) with a 1.0 release on Oct 31, 2024, and recent reviews are slightly better than the all-time average (86% positive on a small sample). I found no professional critic coverage: Metacritic lists the game but has no Metascore and only a couple of user ratings. Note: the task brief says 2023, which is the Early Access date; the full release is 2024.
Ce que les joueurs apprécient
- Texte original · AnglaisPixel art, character design and animation are widely called masterful and are the most consistent praise, including from players who otherwise bounce off the game
- Texte original · AnglaisThe deckbuilding layer (choosing which weapons can appear in a run) plus a tag-synergy system gives builds real strategic weight, unlike idle-feeling survivor-likes
- Texte original · AnglaisWeapons are varied, funny and have satisfying sound design (one reviewer singles out the shotgun audio)
- Texte original · AnglaisUpgrades, both in-run and meta, are described as large and intuitive rather than many tiny percentage bonuses, so there is little 'number soup'
- Texte original · AnglaisEnemy hordes flowing around obstacles and the general action/effects feel polished and fast
- Texte original · AnglaisEvery level differs and pushes you to adapt your deck, which keeps the campaign feeling fresh and gives achievement and challenge hunting to do
- Texte original · AnglaisA soundtrack that some reviewers call top-tier, and a low price that many consider good value, especially on sale
- Texte original · AnglaisDecent playtime for the price: a top-voted review reports nearly 30 hours and full completion
Ce que les joueurs critiquent
- Texte original · AnglaisGrindy meta-progression: upgrades and new cards are expensive and gated behind very specific unlock conditions (e.g. finish a level with several level-3 weapons of one type)
- Texte original · AnglaisDifficulty spikes and stat-check levels, with level 10 and the later levels called out repeatedly for chaos, tanky mini-bosses and slowdown
- Texte original · AnglaisPerformance: frame drops and lag in late levels, particularly when many enemies and projectiles are on screen; a Steam discussion complains of freezes at the end of level 10
- Texte original · AnglaisBuilds feel limited: players report being pushed to a single exact deck per level, and many unlockable cards or tags feel cosmetic or weak
- Texte original · AnglaisWeak-feeling weapons early and long stretches of repeating the same loop; one reviewer says hour 20 has little more than hour 2
- Texte original · AnglaisBugs and platform issues: a level-10 crash report, a macOS launch failure thread, mouse/controller input conflicts, and poor Steam Deck input handling
- Texte original · AnglaisBoss-kill loot spawns on top of the player, which can break the 'No Hands' achievement, and boss rewards are seen as near worthless because the run ends right after
- Texte original · AnglaisSome find the loop repetitive and unfun compared with Vampire Survivors, calling it 'mid' or boring after a few hours
Caractéristiques distinctives
- Texte original · AnglaisDeckbuilding bolted onto a bullet-heaven: you build a deck of weapons pre-run and levelling up opens a shop instead of offering random picks
- Texte original · AnglaisTag-synergy passives that reward stacking weapons of the same tag, tied to meta-upgrades that change mechanics (such as contact damage)
- Texte original · AnglaisWeapons merge in tiers (two tier-1 weapons give a tier-2 weapon, up to A-tier), per a Metacritic user review
- Texte original · AnglaisRoughly 20 hand-designed levels with distinct enemy waves and bosses instead of one repeating arena, and predetermined waves so skill rather than RNG decides outcomes
- Texte original · AnglaisTwin-stick aiming with manual shooting, rather than fully auto-attack, plus optional map activities that make you roam
- Texte original · AnglaisDark, edgy humour in the Despot's Game universe with a murderous jelly protagonist
Points qui divisent
- Texte original · AnglaisDifficulty: fans call the bottleneck levels good forced experimentation; critics call them unfair stat checks
- Texte original · AnglaisDeckbuilding: some see it as the game's best feature and the source of strategic depth; others find it constricts variety or simply dislike it, and one left after seeing the deckbuilder tag
- Texte original · AnglaisDepth vs. repetition: some say every system has a purpose and rewards learning; others see the same loop executed repeatedly with shallow meta-progression
- Texte original · AnglaisComparison with Vampire Survivors: some call it their favourite survivor-like, others say the older game does everything better apart from the visuals
Répétition et contraintes
- Texte original · AnglaisGrinding DNA/XP and resources to unlock upgrades and cards, with players repeating a farm level such as level 10
- Texte original · AnglaisHold-button prompts (especially to leave the shop on a gamepad) that are used very often with no option to change
- Texte original · AnglaisScreens crowded with projectiles and enemies, making evasion hard and triggering lag
- Texte original · AnglaisReplaying short runs against special levels (e.g. slowing-bullet level) that can instakill you
- Texte original · AnglaisRebuilding decks repeatedly due to the limited number of save slots
- Texte original · AnglaisShop-centric economy: money comes mainly from shops and drops, so weapons feel weak until you build up
Améliorations espérées
- Texte original · AnglaisRaise the five-deck save limit; players say it forces constant rebuilding and discourages experimentation
- Texte original · AnglaisBetter in-game explanation of mechanics (tags, synergies, why you are dying), since many negative reviews come from players who never discovered these systems
- Texte original · AnglaisRebalance difficulty spikes and the tankiness of late-level enemies and mini-bosses so not every hard level requires one specific build
- Texte original · AnglaisSpeed up or flatten the meta-progression and relax narrow unlock conditions so diverse weapons arrive before the campaign ends
- Texte original · AnglaisFix late-game performance, boss-loot placement, and controller/mouse/Steam Deck input options (including a setting to replace the hold-to-exit-shop button)
- Texte original · AnglaisMore powerups, loot and variety in level content (some levels feel like empty arenas with nothing to do)
Texte original · AnglaisLaunched in Steam Early Access in November 2023 and reached 1.0 on Oct 31, 2024, when it also appeared on consoles (Metacritic lists PS5, PS4, Xbox Series X, Xbox One, Switch and PC, published by tinyBuild). Metacritic currently shows no critic reviews and no user score (2 ratings). No OpenCritic page was found in my checks. Steam reception has stayed Mostly Positive, and recent reviews trend somewhat higher. Community discussion on Steam centres on crashes or freezes on level 10, macOS launch trouble, controller/mouse input conflicts and grinding strategies. No notable controversy found. Limitation: my web-search quota was exhausted, so I could not reach Reddit or press reviews (Reddit fetch was blocked); community findings rely on the Steam review sample and Steam community thread titles.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) used for most praise and criticism ↗
- Texte original · AnglaisSteam store page: description, Early Access to 1.0 timeline, review summaries, tags ↗
- Texte original · AnglaisSteam community discussion thread titles: crashes, macOS, input and progression questions ↗
- Texte original · AnglaisMetacritic page: no Metascore, 2 user ratings, platforms, weapon-tier merge user review ↗
- Texte original · AnglaisEstimated gross and net revenue (Boxleiter method) ↗
- Texte original · AnglaisSteam app metadata: developer, release date, price, review counts, SteamSpy owners and tags ↗
- Texte original · AnglaisOpenCritic search attempted; no game page or score could be confirmed ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 2 (2024)
Texte original · AnglaisSlime 3K is a horde-survival, single-level-layout roguelike that closely mirrors another game he already covered, reusing characters, enemies, animation and art. You play a very slow slime and buy weapons that just stack into an inventory, with little depth beyond that. He finds it fun at first but repetitive and shallow, since builds barely change how you play. The cute, funny art style rescues it, and he feels it needed more development time. He places it in a high tier, which the ASR renders as 'high seat tier' and most likely means high C or B.
Ce que le créateur apprécie
- Texte original · AnglaisCharming, cute and funny art style that he says saves the game
- Texte original · AnglaisEnjoyable and fun in the first runs
- Texte original · AnglaisSatisfying to find different weapons that kill things
- Texte original · AnglaisA few build directions exist, such as shotgun-style versus other weapon effects
Problèmes relevés par le créateur
- Texte original · AnglaisShallow inventory system: you just buy weapons and stack duplicates to level them
- Texte original · AnglaisVery repetitive, and different builds do not change moment-to-moment play
- Texte original · AnglaisExtremely slow slime with no mobility, unlike the genre norm where movement is key
- Texte original · AnglaisFound an infinite-money exploit that he could repeat consistently from the fifth run
- Texte original · AnglaisCamera sits awkwardly low, leaving the character close to the screen edge
- Texte original · AnglaisFeels like it needed more time in development
Observations sur la conception
- Texte original · AnglaisBeing slow and tanky with no mobility is an unusual twist for the horde genre, making it all about whether weapons out-damage incoming hits
- Texte original · AnglaisMechanically it does little that is new, relying on its sibling game's formula


