Sliver
Sliver is a tight precision platformer where every jump counts.
Navigate 10 increasingly brutal rooms filled with spikes, moving platforms, and wall jump puzzles. Death is instant. Respawn is instant. Die, learn, conquer.
Beat the gold time to earn 3 stars. Can you perfect all 10?
CONTROLS:
- Left arrow: move left
- Right arrow: move right
- Down arrow: fast fall
- Space: jump
- Escape: pause
All rebindable in settings.
CREDIT:
- Art: Pixel Adventure by Pixel Frog
- Font: BoldPixels by Yūki (@YukiPixels) — Licensed under CC BY-SA 4.0
| Updated | 1 day ago |
| Published | 3 days ago |
| Status | Released |
| Platforms | HTML5, Windows |
| Release date | 3 days ago |
| Author | AntonioHR-DEV |
| Genre | Platformer |
| Made with | Unity |
| Tags | 2D, Difficult, jumping, Pixel Art, Short, Singleplayer, Unity |
| Average session | A few seconds |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Links | GitHub |
| Content | No generative AI was used |
Download
Download
sliver_windows.zip 37 MB
Development log
- Devlog #4 — Shipped3 days ago
- Devlog #3: 10 Days of Development — Menus, Audio, and Polish8 days ago
- Devlog #2 — Building the core mechanics/loops13 days ago
- Devlog #1 — Building the Foundation18 days ago




Comments
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Hey man, cool game! The controls feel tight, which is super important for this type of platformer.
One small suggestion: when the character is sliding or holding onto a wall, and I press jump while still holding the movement input toward that wall, I expected the character to jump upward along or into the wall direction. Right now, the character always wall-jumps away from the wall, even if I’m still pressing toward it.
So basically, it feels like the jump direction is being forced away from the wall, instead of respecting the player’s current directional input. Not a huge issue, but usually you find that in other games
Thank you for playing and the nice feedback.
This was intentional, as I felt it encourages fast momentum shifts and prevents the player from gaining cheap vertical height by repeatedly jumping on a single wall surface.