cool little game!! the last level dragged a bit and feels like a big departure from the rest of the game, and some extra effects could go a long way as far as reinforcing player actions (extra movement effects or effects for killing things). it also wasnt entire obvious a lot of the time what buttons did what and whether enemies needed to be killed for a segment. good entry!!!
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Slictagon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #79 | 4.133 | 4.133 |
| Theme | #123 | 3.783 | 3.783 |
| Fun | #145 | 3.450 | 3.450 |
| Originality | #256 | 3.433 | 3.433 |
Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
A Time Trial 2D Platformer with slick movements ! Run, slide and bounce to reach the end as fast as possible ! You can get some pretty cool hats and skins if you're good enough 𓆏
Comments
this game was designed to be speedran! the song that plays during scoring is absolutely so smooth i love it! great job!
I liked the originality of brickbreaker meets platformer, the shooting mechanic was cool. There was one level, the level after green, where on the removing the second blocking gate I got very lost, it didn't seem clear where to go. Also, on the green level, the blocks I was meant to be shooting were also a very green colour similar to the background, this meant that it wasn't clear what I was being blocked by when my character didn't move. Level clarity is really important if the goal is to create a slick time-trial platformer and sometimes I felt lost, or as if I could get a better time now that I know the correct way. The problem with asking the player to do this again however, is that the levels are fairly long, it's not a supermeatboy style retry the last 4 seconds, it's minutes of replaying something the players already done
Again I really like the novelty here and I'm glad you added more mechanics than many other platformers this gamejam! For a first game it's incredibly clean
Thank you for your comment <3
We're sorry that some level design elements may have been confusing or frustrating :(
On the topic of level III, the goal of this level was to break the linearity of the first two levels and was inspired by the design of other games like Ultrakill or Hollow Knight. You can explore the level, choose your own path and then, if you feel like it, go for a slick time ^^
Veeeeerrryyyyy slick. Great level design and I love the cosmetic unlocking mechanic! I'm horrible at these kinds of games but I can tell you can go VERY fast if you master the controls. Fantastic submission!
The UI in this game is so slick, and the unlockable cosmetics are a great touch you don't often see in jams. The visuals overall are very clean. I'll be patiently waiting for Slictahadron and Slictaprism.
Damn, I am astonished with the fact that is your first game making experience, it was actually incredible. The art style was very nice, the controls very were fluid and, there I say, slick, the optional rewards are also a great device to push people to try and get better times.
Very Clean, reminds me of a Miniclip game i would have been obsessed with as a kid!
Slick and original! I love the visuals, level design and the smooth speed-based gameplay.
Movement feels great! I was overwhelmed in the tutorial by how many moves there were, but things felt more natural once the game proper started, and there were a few different ways to get around.
Holy slick. This rules. First time developers, first time game jam?!?!?! This is seriously impressive, everything feels incredibly polished. Maybe look into changing the control scheme a bit, having jump and dash on the same key is a bit clunky. But my god. I would absolutely buy a full version of this.
The menus are so classy! Such a cool style. The movement system is cool but I really wish there was controller support.







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