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A jam submission

SLIPSHOTView game page

A Slippery Shooter Survival Game
Submitted by WrenchyKenku — 1 day, 13 hours before the deadline
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SLIPSHOT's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#1283.4863.486
Presentation#2193.5953.595
Theme#2473.3243.324
Originality#3583.1623.162

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent "Slick"?
The representation is literal -- the arena is slick! You and the enemies both bounce around, allowing for slick maneuvers and trick shots.

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Comments

Viewing comments 33 to 21 of 33 · Next page · Last page
Submitted(+1)

Really nice and addicting gameloop and progression system. The artstyle and colour scheme is also really satisfying to look at. If anything I would like to have a highscore to work towards :D Great job! I actually spent a while playing. 

Submitted(+1)

i've allwayst wanted to do this mechanic, but didn't passed my mind as slick. kudos :)

Submitted(+1)

I had a lot of fun playing this one! Getting upgrades during the waves makes it fun to progress and survive the oncoming waves. At first I didn’t realize I can hold the mouse button to shoot, after I did it was a lot easier to survive.

Also the enemy and character designs remind me of patapon.

Submitted(+1)

The momentum feels very satisfying once you get going. Nice work!

Submitted(+1)

Won in just under five minutes! This is a lot of fun. I appreciate enemy bullets disappearing when their hosts die, I think that added to the strategy and gave some leeway for the imprecise (but very fun) movement. The bounce pads are also a great inclusion. Nice work!

Developer(+1)

Thank you!

The bullets disappearing was actually an accident at first – I had mis-parented them in the node tree, but decided to leave it due to time constraints. Glad it ended up being a positive!

Submitted(+1)

This game does a phenomenal job with the metaphorical interpretation of "slick." The music and presentation are really engaging, but I feel that the more literal interpretation of the theme holds this game back. When bouncing around, the weapon recoil is not enough to be able to change direction. The meaning of slick that the music and visuals evoke - trickshots, cool maneuvers, and flow state, requires the player to be in control. I also feel like the game should go on longer to better allow players to enjoy their overpowered builds. Overall, great game!

Developer(+1)

Thanks for playing my game! And thank you for your feedback.

The original plan was to have multiple levels and more enemy types, allowing the player to extend their build across more game time. Since I ended up cutting both level count and enemy variety, the length of the game suffered, but I definitely could have extended the timer to compensate.

I agree that more control, especially at higher speeds, could really enable more slick gameplay!

Submitted(+1)

I love the style of this game so so much, captured the retro feel very well. Got nice and chaotic near the end which was very fun. If you're wanting more chaos, having player collisions with enemies bounce the player could help as well but that could get out of control quickly. Great job!

Developer

Thank you!

Indeed bouncing on enemies would be quite chaotic, haha. Maybe a specific bumper enemy type that rams and damages and bounces you that way? Could be fun!

Submitted(+1)

I had a lot of fun playing it, the trail effect when bouncing is beautiful I think it’d deserved a bit of a more drastic change when getting an upgrade, perhaps the enemy health scaled as time went on so it felt like i was always killing them in 2 hits ? It’s great fun nonetheless :)

Developer (1 edit)

Thanks for playing my game!

Powerup strength could definitely use some tuning, I agree. And for enemies, I actually have a really neat spawn director system that can ‘purchase’ units based on their strength value, and its budget goes up over time and stuff – everything I need to handle spawning more difficult enemies as time goes on and as you kill more and more. The only problem is I didn’t get around to adding more than one enemy type!

You can actually see the SpawnDirector talking in the javascript console… I forgot to turn off its debug text :D

Submitted(+1)

Very interesting interpretation of the "Slick" theme. I really liked the art direction and the fluidity of the gameplay. One small thing I would add, because it reminded me MOBA controls, would be to add a custom cursor that would change, for example, when you hover the enemies.

Developer(+1)

Thank you! The cursor is a good idea which I didn’t even consider. That’s definitely an idea I’ll consider not just for this but for future similar jam games :D

Submitted(+1)

Really cool game! The simple style and arcade aesthetic are super well done, they add a lot to how satisfying bouncing around the arena is. Great job!

Developer

Thanks! The visuals, though simple, were a ton of fun :D

Submitted(+1)

I like this alot, constantly balancing between trying to kill the enemies vs navigate towards the pickups is a fun dynamic.

The gameboy-esque style is also very nice!

Developer

Thank you!

Submitted(+1)

The chaos when you're a couple minutes in is great and I love the whole art style :D

Developer(+1)

Haha, thank you!

There’s a hard limit of 5 enemy units at a time and I swear it feels like there’s way more than that once you’re a few minutes in :D

Submitted(+1)

Real fun game spent so much time trying to get obscene life regen hehe 

Developer

Thanks for playing my game!

I always try to stack regen and fire rate, just to see how fast I can go :D

Viewing comments 33 to 21 of 33 · Next page · Last page