Some plans deserve that look

Someone has just explained why walking through the front door is a wonderful idea. Another player is already imagining everything that could go wrong. Sometimes, an exaggerated face says it before anyone speaks. We want our slimes to take part in those little exchanges too.

The wheel shown in the gameplay brings together seven expressions. There are starry eyes, laughter, surprise, sadness, anger, a satisfied look and that shadow across the forehead after a spectacular fumble. Each one needs to read at a glance.

A few lines can say so much

These faces borrow anime's visual language: eyes that transform completely, enormous mouths and impossible tears. Against the miniature map, the deliberately exaggerated drawings bring humour and make each emotion stand out.

That contrast is part of the identity we are exploring. A slime's body has volume, reflections and an element inside it; its expressions can be direct, almost graphic. A character does not need to be covered in details to have something to say.

React, then keep playing

We want choosing an expression to feel quick and the reaction to accompany whoever is speaking. We are continuing to refine their size, readability and presence on screen. A burst of laughter can last a moment and still become one of the memories of the session.

GameFusion Studios
El Refugio 1987