NOTICE:
- there is a bug in the game. when you die the gameover screen with the retry button will not show up. Sorry...
- FYI the arrow challenge seems to be too hard. There is an image of that challenge being done.
Play game
S.L.I.C.K.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #334 | 2.900 | 2.900 |
| Theme | #345 | 3.000 | 3.000 |
| Originality | #346 | 3.175 | 3.175 |
| Presentation | #450 | 2.650 | 2.650 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
it slides, a lot
Comments
Genuinely a slick game! I thought the platforming noise when you use the rocket to jump was hilarious too. Zipping around with repeated rockets felt very fun.
I didn't finish all of it because I suck, but I did find it very clever the amount of utility you could get out of the rocket launcher mechanic from what I did play.
The game has an interesting concept with rocket jumping. It's fun, but the graphics are a bit lacking. I'd like more player animations, and for the game to maintain a consistent style. Otherwise, it's pretty good
Thanks for playing
> but the graphics are a bit lacking.
I understand 100%. I am not an artist and I need to start learning more how to make things look better. At the moment I do not even know much about shaders. I am mostly focusing on technical details. Thanks for the feedback. I will need to improve the art little by little (or finding an artist if possible)
"If you actually manage to complete the game please let me know"
and I took that personally XD
Zipping around using the booster rocket was really nice, especially using it to dodge incoming fire blasts. At first though I didn't realise that I actually had that upgrade, and instead just ran and rocket jumped over those little baby spikes.
I did get stuck on the vertical jump for awhile, one part being because I didn't actually realise that I had gotten the ability to fly. I think the player needs to be eased more into seeing what their power ups can do.
On the vertical jump, since moving around is a bit difficult in the air, I found that even if I started right where the up arrow was, I would constantly move too far to the left or right and miss the gap (its possible that I just suck though)
I'm unsure how this next problem would be solved, but since your rocket knocks you back, when I tried to wall climb, I'd often not angle it right, and push myself too far away from the wall, and need to start again, which wasn't too bad, except for the big vertical jump, where I would make it, but then push myself off the wall and fall back down.
Overall I liked the game and would have liked to see a larger map to really use the manoeuvrability of the rocket. It was fun to go flying, just not enough opportunities to do.
Thanks for playing
> At first though I didn't realise that I actually had that upgrade, and instead just ran and rocket jumped over those little baby spikes.
Ok I really need to implement 'barks' to guide the player a little more. I used challenges as tutorials but I think I neeed more communication
> one part being because I didn't actually realise that I had gotten the ability to fly.
I had to make a lot more challenges to aware the player of his skills. If you slide you can also fly. I also had to deal with the lack of time so there were more challenges to tell the player the projectile on hold impulses you further
> I would constantly move too far to the left or right and miss the gap
I need to work on the air control... the idea was to give the player only three keys; left, right and fire. 'Up' does nothing but since air control is a staple in platformer games (let alone metroidvanias) I had to know I could not just remove 'up' at least to look up. I had to help the player control in-air with the controls including 'up' so you actually go up. Again, I did as much as I could with the time I had, so....
> but since your rocket knocks you back, when I tried to wall climb, I'd often not angle it right, and push myself too far away from the wall
yes, this is more like a game design predicament. If I continue this project I would need to refactor things in order to give the player more control
> just not enough opportunities to do.
I would have wanted to do more but I spent so much time just trying to get the gravity in a working state.
Thanks a lot for the feedback. That helps a lot. You definitively help in this gamedev journey of mine.
Very cool game. It took me a while to grasp the controls, but after that it was a very fun experience.
Really cool concept! Got stuck on the second "jump" up unfortunately. The vertical rocket up just lacked easily repeatable actions, especially with how snapping the actual character controls are in terms of the rocket launcher, that made it feel impossible to get up even though I knew the idea of how to do so.
Thanks for playing.
> Got stuck on the second "jump" up unfortunately
Thanks for the feedback. Yes, I need to learn more about level design. I had to give a reward for making that jump and leave the main route somewhere else. The way to make that jump is to dash and using the rocket at your feet while dashing... and then impulse up with the wall.
Game development is a journey that apparently is going to take a while....






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