Go Slimey Go! is an Argentine video game where the protagonist, a (literally) little mosquito in the style of a classic "low-level enemy" from all those classic Japanese RPGs named Slimey, eager to be popular among his peers, follows the trail of an anonymous but friendly Blue Hero in his battle against the Red Villain's army, leading him on a journey through fields, mountains, volcanoes, and even the final dungeon, with his only ability: jumping.
Developed and published by Agustín "Tembac" Pérez Fernández and Julián "Chabbie" Chab, with level design by Jacoyco and music and sound by Toni Leys, Go Slimey Go! revives both old and new lessons from a genre that has proven timeless since a certain japo-italian plumber, applying them with awareness and creativity.

There are no lives to limit progress, no timer to dictate the experience, nor any element that distracts the player from the main objective: reaching the end of the map, where a friendly mosquito awaits us with a mate. The controls are simple: you move sideways and jump. Anything else is a luxury and/or nonsense. This minimalist essence creates a very pleasant experience: the map becomes a player, another protagonist, as it presents the challenges, complexity, and dynamism. It may sound silly, but this gives a refreshing take on the role that, dare I say, platforms have in the genre.
Another element highly appreciated by the hefty fellow is how the developers integrated, whether through map names or small nods and easter eggs, their experience with video games of the genre and culture in general, positively leveraging the inherent "nostalgia factor" of pixel art aesthetics (as articulated in better words than mine in this very medium).

Speaking of aesthetics, the game not only looks good: it feels good. Detailed sprites, well integrated with the physics of the Unity engine (with which it was developed) and with a fluidity not commonly found in other titles of the genre, along with a fearless use of vibrant and saturated colors, already seen in other works by Chabbie (Dungeons & Drinks, for example, a board game of his authorship).
Complementing the visuals is the music by Toni Leys, featuring a catchy main theme, whose variations color the different maps based on the setting where they take place, and, surprisingly, a very unique sound design. The sound effects library (SFX for the acronym lovers) is of very high quality and aligns well with the aesthetic sense of the music and visuals of the game.
I put in a solid 20 hours into the game before sitting down to write this brief review, and I found myself smiling and cursing many times during those sessions. I was very surprised and satisfied with the design of several levels and the various degrees of complexity they offer. Moreover, the game makes excellent use of its own resources to bend the platforming rules, including an unexpected use of in-and-out camera zooms at key moments. Two maps that stuck in my mind for how much I enjoyed them were Hollow Night Go and Devil May Fly Go (yes, that's their names).

Not content with that, I had several people who are not at all into Lo Gordo try the game, and not only did they find it fun and engaging, but they also got the hang of it right away: an accessibility that makes it a great option for enjoyment across all ages and levels of digital literacy.
Go Slimey Go! is exactly what it promises to be: a simple, straightforward, fun game, visually and musically appealing, with external nods but a unique identity. It offers few tools and builds everything it can with them in an honest, creative, and thoroughly entertaining way. It strikes a great balance between aesthetic enjoyment and player challenge, with a narrative thread that makes it suitable for all audiences.

Without a doubt, a fantastic addition to the national video game library, which I invite everyone to enjoy and share: once talent is discovered, we must support it. If you're curious, you can currently find it in the Steam store or on its social media.