this game looks slick as hell, i wanna learn more about your process with the claymation! only a shame there's not more of it
Play game
Make it Slick's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #10 | 4.688 | 4.688 |
| Originality | #119 | 3.875 | 3.875 |
| Theme | #167 | 3.625 | 3.625 |
| Fun | #195 | 3.312 | 3.312 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
An apprentice blacksmith is learning what it takes to take a busted old sword from gritty back to slick
Comments
I love the claymation inspired style of the game, the rhythm took a little bit to get used to, especially for the second round, but it was a fun time! Good work :)
Saw this game on one of the interviews with the devs. This was a really neat time, absolutely love the clay aesthetic and the rhythm game concept is really cool! I think with some more additions later on, this could be a hit! Excellent job especially in the time given.
the art is a 12/10, so is the music, its kinda short but holy CRAP level 2 is hard wtf lol, what a spike in difficulty. great fun game, loved it.
The main menu and general art style of the game is so sick and unique. I like how obscure and interesting it was, definitely stands out from other rhythm games! I agree with the others though, could NOT get past level 2
Cool artstyle. I play a lot of rhythm games (and made some simple ones as well).
The game is lacking basic feedback for understanding the result of your input. There is delay on the sound feedback and no visual feedback, this makes a rhythm game super hard to play as you have no correction cycle during the gameplay so you play 'blindly'. The sound delay is a classic problem because the game engine usually adds around 100 to 150 ms of delay for on-demmand sound effects no matter what. For this style of gameplay, I would suggest scheduling the sound of success to play exactly on the beat for every expected, and then showing the visual feedback (perfect, good, bad) dynamically. This is the way I found the easiest. The hard (and correct) way is to write low-level code to play a sound directly to the sound chip without the full sound pipeline to reduce the response delay to a minimum. Usually requires C++ or some native plugin.
I made a lockstep clone (from rhythm heaven) in the scheduled way described above. And the last rhythm game I made for gmtk jam, you can take a look on my itch page (Karaoke SQUAD).
The second point is the difficulty curve. The second level already adds a lot of off-beats and syncopations. I thought it was too early to go crazy like that.
Hope I can help! Good work on the project, congrats, and good luck if you keep working on it!
This is super helpful feedback- thank you! I had such a hard time wrangling my sound scheduling. I even tried a method where I output samples with a second of silent lead up so I can query the godot audio engine for its current buffer latency (something I found possible form a github issue), but I still couldn't get it to be as consistent as I wanted. It looks like there's actually a PR for godot 4.7 that may be accepted which allows more fine tune control / scheduling with the engine so there isn't a need for so much hackiness.
I plan on giving this game another round of design outside of any hard deadline because I really wanna get this feeling right.
Thanks again for playing and for the feedback
Nice. Good luck! I use unity so I have no idea about the technical details on godot audio :( but yeah, delay handling is the first programming thing to solve, or the first design thing to go around, if you can't solve the delay the 'right way' haha
In Unity you can schedule audio ahead of time. But playing a sound on demand will ALWAYS give you a delay that's too big to be acceptable as the success/failure feedback sound
Love the Art Style, it took me a couple moments to understand that it was a rythm game. not gonna lie tho i suck I could not get to level 3.
if i could give some feedback, adding a visual representation of the ticker and a visual representation of the players input would make it really clear the type of game, and give the player a non auditive way to tell their performance. also with this style some text that said good great and so would go a long way to let the player understand its doing a good job.
love the game keep at it you got the slickness of a true master :)
Super polished, the menu goes crazy. Slight delay and couldn't toggle the setting to fix it -but managed to fix the sword in the second level and it was fun. Really nice presentation!
Visuals were beautiful and super unique -- I loved the menu too.I wasn't getting a lot of feedback during the gameplay, which made it difficult to know if I was doing it correctly until I got the score at the end, so the gameplay could use some work.
Presentation 5 stars, but the rhythm gaming wasn't that satisfying.
Well you get high points for originality. I never connected Slick theme with building mechanic. But you did it and it was a fun experience for a timelimited game jam game. Inspiring work there guys! :)
Do make sure to play and rate our game as well (it might take a minute for it to load)
Actually the toughest menu in a game.
Maybe i suck at rythem games but i found the 2nd level really difficult.
But visually this is off the charts, nice job.





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