
Sling-A-Thing
Grab a slingshot, turn into a rubber duck, detonate a bomb, become a bat - all in the same puzzle. Over 150 handcrafted levels of goofy physics chaos that asks nothing of you except a sense of humor.
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I have a soft spot for small games that commit fully to one weird idea, and Sling-A-Thing commits hard. The core loop is refreshingly tactile: you fire objects via slingshot, but the real trick is mid-flight transformation. You launch as a baseball, morph into an anvil at the right moment to smash through a floor, or swap into a rubber duck to bob harmlessly past a hazard. It sounds chaotic on paper, and honestly, it is - but in the best way. Each of the 150-plus levels is essentially a tiny comedy sketch built around physics, and Navel (a one-studio operation) has clearly thought through every gag. The transformation roster runs over 20 forms - bat, bomb, UFO, ghost, turtle, and others absurd enough that discovering each new one is a small delight. Each object behaves according to its own physics logic, so learning what a heart does versus what a sun does becomes genuine puzzle knowledge rather than button-mashing. The slingshot mechanic keeps inputs simple, which means the cognitive load sits entirely on creative problem-solving: which form, fired at what angle, with what timing. It is the kind of game that makes you feel briefly clever about every solved room. The art style earns its place. Colorful, cartoony environments that read clearly at a glance, goofy character designs that never take themselves seriously, and a low-pressure visual language that tells you immediately this is not a punishing experience. The game lands closer to a relaxed afternoon puzzle session than an arcade reflex test, which will suit some players perfectly and leave action-hungry players slightly wanting. The one area where things soften too much is reportedly the boss encounter - the pacing there deflates the energy the level sequence builds up, and it feels like the game loses its comedic timing precisely when it needs it most. Selected levels offer optional extra challenges and hidden secrets for players who want more mileage, which is a thoughtful nod to completionists without gating the core experience behind difficulty. Full controller support and cloud saves mean it works just as well from the couch as at a desk. The early Steam reception, while small in sample size, has been entirely positive - this is a game people finish and feel good about, which for a budget indie title is the most honest signal there is. It does not overstay its welcome, and for me that counts as a design virtue.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7, 8, 10 64-bit
- Memory
- 2 GB RAM
- Storage
- 1500 MB available space
- Graphics
- GeForce GTX 950, Radeon R7 360 or Intel HD Graphics 630
- Processor
- Intel Core i3 or AMD Ryzen 3 or equivalent
Recomendados
- OS
- Windows 10, 11 64-bit
- Memory
- 6 MB RAM
- Storage
- 1500 MB available space
- Graphics
- NVIDIA GeForce GT 970 or equivalent
- Processor
- Intel Core i5 or AMD Ryzen 5 or equivalent
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Información del juego
- Desarrolladora
- Navel
- Distribuidora
- Navel
- Fecha de lanzamiento
- 25 jun 2025
