Before getting into the game, I had to call Moses out on one thing: crossing the streams. Any Ghostbusters fan will tell you that one should never cross the streams -- unless a licensed doctor tells you it's OK -- but in Sanctum of Slime, it looks like streams are crossing all of the time. After close inspection, I'm pleased to reveal that the streams are actually going over and under eachother. They never collide.
"We wanted this to be action-action, and we tried a couple different models where it'd stun you or open up a hole to another dimension [if you crossed streams], but these didn't really work. So they go in and around eachother and never touch." The emphasis on action is apparent -- though there are environments to explore and though at first glance Sanctum of Slime may seem like a dungeon crawler, at its heart it's a twin-stick shooter.
I played two different levels of Sanctum and the emphasis on action was evident. The game settled into a rhythm early on: I'd enter a room, fight a few waves of ghosts, then move on to the next room, rinse and repeat. The tension of constantly switching weapons and dodging enemies felt great, but the lack of upgrades and any additional unlockables was a pretty noticeable blemish.
The game only has three different "guns" and ... that's it. Replayability exists only in besting your friends' scores, apparently. Another problem I noticed was the speed of the characters: Everyone moved pretty slowly, even slower when firing while moving.
Ghostbusters: Sanctum of Slime, despite some pretty obvious omissions, was still fun to play and I imagine even more fun when you've got some friends to bust ghosts with. However, without the star talent and no kind of player progression (see: incentive to come back after the first go-round the haunted block), I'm worried that Sanctum of Slime fails to realize its full potential.