SlimeClimb: A 2D Puzzle Game to Divide and Reach

  • Vinícius de Sousa Viana UNIFEI
  • Gabriel Santana Cardoso UNIFEI
  • Rodrigo Correa Bacelar UNIFEI
  • Nikolas Simoes Pires UNIFEI
  • Phyllipe de Souza Lima Francisco UNIFEI

Resumo


Introduction: Digital games can be a powerful tool that can contribute to developing cognitive and social skills. This paper presents the development of SlimeClimb, a 2D puzzle game that stimulates these aspects by presenting challenges with various possible solutions. Goal: This project aims to develop a video game capable of stimulating players’ logical and social skills in a fun and interactive way. Steps: Each problem, or game level, was designed to offer multiple possible solutions that may vary in quality and difficulty. Expected Results: Players are expected to engage in the resolution of the presented challenges, exploring different strategies to complete each level and possibly collaborating or competing with other players for the best possible solutions.

Palavras-chave: Game, Cognitive Development, Engagement, Competition, Collaboration

Referências

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Granic, I., Lobel, A., e Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1):66.

Krath, J., Schürmann, L., e von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125:106963.

Lee, M., Ahn, H. S., Kwon, S. K., e Kim, S.-i. (2018). Cooperative and competitive contextual effects on social cognitive and empathic neural responses. Frontiers in Human Neuroscience, 12:218.
Publicado
30/09/2025
VIANA, Vinícius de Sousa; CARDOSO, Gabriel Santana; BACELAR, Rodrigo Correa; PIRES, Nikolas Simoes; FRANCISCO, Phyllipe de Souza Lima. SlimeClimb: A 2D Puzzle Game to Divide and Reach. In: WORKSHOP MAGICA - GAMES NA GRADUAÇÃO E NA EDUCAÇÃO BÁSICA - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 14. , 2025, Salvador/BA. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 474-478. DOI: https://doi.org/10.5753/sbgames_estendido.2025.14853.