The main theme for slime shot is physics. The player has to fling the slime character to smash targets scattered around the different levels/maps. Once flung however, the slime will begin to lose momentum with each wall that they hit. As the character slows down or reaches a certain speed, gravity will become more of a factor, dragging the character down slightly. While at times this may be a problem, when used properly, it can help the player majorly. Arching their shots will allow them to reach harder to get to areas. This can also be used from the initial fling to get the character moving.
Here are a few examples of how this can be used...
If the player makes the character go back over the slingshot, they can re-take their show. This essentially means they can complete levels with just one life. As the diagram shows that if they pull it all the way back the character will fly straight for quite a while (until bouncing off a set number of walls, losing momentum) missing the slingshot. However, if they pull it back just enough they can still hit all three targets but let the gravity arch it back down and over the slingshot.
After our last meeting it was decided that we should have 3 breakable objects, glass, wood and metal, each with different break points. Metal will be harder to break through but the rewards will be greater.
One final thing that was decided was the different types of wall types/spots. Originally it was just spikes that would instantly. However, more were added that alter the way the slime interacts with them. Rubber to add a bit more speed, spikes to kill the character and a gloopey area to slow the character down.