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A jam submission

Slick Strider: Game of the Century Edition (With New Funky Mode)View game page

Beat the evil wizard as a water strider slipping across the water's surface in this one-boss bullet hell.
Submitted by Thelosopher, leather_eartips — 2 hours, 3 minutes before the deadline
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Slick Strider: Game of the Century Edition (With New Funky Mode)'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#1463.4473.447
Theme#2093.5003.500
Originality#2683.3953.395
Presentation#3643.0003.000

Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent "Slick"?
You play as a water strider who skims across a rather slick pond.

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Comments

Viewing comments 32 to 13 of 32 · Next page · Last page
Submitted(+1)

Ice physics + bullet hell sounds like it'd be a nightmare, but I actually enjoyed this one while it lasted! The boss felt fair and the physics felt consistent. My one big gripe is that the dash goes nowhere if you're not holding a direction when you do it. I feel like it should be based on the last direction pressed, rather than the current direction held. Overall, though, this was an enjoyable little game!

Developer (3 edits)

Thanks! We worked pretty hard to make the whole I’ve physics thing work. I know I was a little worried at the start, but once we figured out the dash breaking thing it really started coming together.

And you’re totally right about the no input dash thing. I actually noticed it fairly early on, truth be told the only reason it doesn’t work the way you describe is because I couldn’t figure out how to code it in. It’s something I want to fit in the big post-jam cleanup update, but it’ll likely require refactoring all of the dash code and therefore a lot of tinkering to make it feel the same. It’ll be worth it in the end, but it was beyond the scope of the jam for something that was ultimately very easily played around, ya know?

EDIT: So, your comment inspired me to go back into the code, and I managed to fix the dash issue while keeping the speed of the dash the same. Unfortunately I can’t upload the build this very instant because of the jam lockout, but just know that as soon as the voting period ends the new build will have the dash work based on the direction the character is pointing (and therefore not have the no speed dash issue). The solution Godot has built-in actually made the fix really easy and meant that I didn’t need to change anything else in order to keep all the numbers the same. It really shows how much I’ve learned over the course of this jam that this issue that was causing me much pain and grief back when I started was a 10 minute fix now, it’s both encouraging and annoying at the same time.

Submitted(+1)

This is a cute little game (that I am very bad at). The concept is a lot of fun. The visuals and music are really nice. The movement was fun once I got the hang of it. Nice work!

Developer(+1)

Don’t worry, you don’t have a skill issue. We may have ever so slightly overtuned the boss, our bad! The upcoming Game of the Century Edition update will be more fair in the later phases. Still, I’m glad you were able to have a good time with it in its current state.

Submitted(+1)

Super slick stick bug action. Was able to survive for a bit of time before those rockets got me lol. Nice job!

Developer

Yea, those rockets will mess you up if you let them get across the screen lol

Submitted(+1)

These sadistic magic frogs are always playing games with these bugs. Good game, fun theme

Developer(+1)

It really is unfair, thank you for doing your part in fighting this toadtalitarian menace!

Submitted(+1)

A fun bullet hell game, which I havnt seen many this jam. I think you struck a good balance between difficulty, slipperiness, and control. pretty satisfying all around! 

Developer

I’m glad you had such a good time with it! I know I was a little nervous at the start about trying to make a “slick” bullet hell because I wasn’t sure how slippery movement could be made satisfying in a game about precise dodging, but to toot my own horn a bit I think we pulled it off at least a little bit.

Submitted(+1)

what a fun wee game, crazy tough as I suck at bullet hell games but still fun! I do like the difficulty scaling. Movement felt super slick too ;)

Developer

Yea, I think we may have made it a bit too hard. The last phase especially is going to be a little more fair in the post-jam build, but I’m glad you managed to enjoy it despite the balance issues!

Submitted(+1)

Fun bullet hell that gets tough fast! It took me a minute to figure out to collect the cattails because the first one spawned at the edge by a lilypad and looked like background art.

Developer(+1)

That makes sense. We didn’t do a very good job communicating the mechanics, which can make the first few minutes before you figure everything out a little bit frustrating. As part of our post-jam reflection my co-dev and I have gone back and fourth on how we could’ve included a more natural tutorial, and it’s been a tricky problem. Next time we do a jam I definitely want to make sure a clear tutorial is a priority, since I think it makes the gameplay experience far more enjoyable. Game dev is actually kinda hard, who’da thunk it?

Submitted(+1)

This game is awesome. As someone who isn't the best at bullet hell games, I gave it my best shot and got to the final stage a few times! I really liked it and played for over 30 minutes. You guys cooked with this one! 

I love water striders! I'm glad the little guy got a game. :)

Developer(+1)

I love water striders too! I remember seeing them zip abount on the creek at my grandparents’ cabin and being facinated by how fast they were and how they could just sit on the water’s surface, it’s a shame they don’t get as much representation as they aught to.

I’m glad you had a good time with it! And don’t worry, common consensus (as well as the opinion on my co-dev before we even launched the game) seems to be that we made the last stage a bit too difficult, which is one of the things we’re addressing in the (probably) upcoming Game of The Century Edition. Aside from any hard mode we may or may not include, I feel like by default most people should be able to beat it with some doing, and right now it’s just too easy for bad raindrop rng to kill you in that last phase.

Submitted(+1)

Agree with other comments that the movement was slick. It never felt like I was fighting the sliding motion to get my character to turn when I wanted. Before I figured out you were supposed to collect the cat tails and hit the frog, I had a lot of fun just bouncing into the walls over and over.

The third phase was definitely a lot and I was never able to beat it. I think reducing the amount of missiles would help, but I'm also nearing 30 and may not want to admit that I'm getting bad at games. However, still a great game and I had lots of fun playing and gliding around.

Developer

I don’t think it’s a skill issue on your part, I think we made the game a little bit too hard. The missiles will mess you up if you don’t destroy them before they reach the other side of the screen, and while this is by design (another thing for people to juggle and another way to get the player to move around), I think we may have taken it a smidge too far. I’m still glad you enjoyed it though, and for what it’s worth the more polished version we’re releasing once the game jam ends will be a little more fair.

Submitted (1 edit) (+1)

Movement was real slick, even though I'm terrible at bullet hells I was able to sneak through the rain drops pretty easily! The missiles got me in the end though so I couldn't beat it but still fun!

Developer

I’m so happy to hear that! The movement was a huge priority for us to get right, since the rest of the game lives and dies off it. For better or worse, we definitely made it a bit on the harder side, but we’re going to fix that and it seems like people are having fun anyways!

Submitted(+1)

Each attempt made me want to try again and again; it’s very addictive! I wonder how possible a no-hit run would be…

Developer(+1)

That’s probably the highest complement we could receive! As for a no-hit run, we plan on releasing a more polished build once the Jam lockout is over that should make the last phase feel significantly less rng, so depending on how you take it that’s either a reason to stay tuned or a reason to beat it now before it gets easier lol.

Submitted(+1)

I love this interpretation of the theme. It's really clever. I tried 5 times but was never able to officially bring down the frog, but in all honesty, the game still felt fair and doable. A few more tries, and I could probably get it. Each new mechanic introduced with each "Phase" kept things fresh but it never felt overwhelming (at least in terms of comprehension, in terms of dodging them it definitely was haha). Nicely done!

Developer

That last phase is rough. We actually nerfed the blood rain spawning a little bit in our internal dev version after the jam submissions closed, and I think it makes the game feel less punishing. I’m super happy that the attacks were easy to understand, I know I was worried that since we didn’t have a tutorial the entire thing would be too difficult to grasp all at once.

Submitted(+2)

Really fun! That last boss phase got intense. I liked dashing around and bonking the missiles. Great work!

Developer

Thanks! That last phase is still tough even for me.

Submitted(+1)

Really nice presentation, art, and simple but meaningful integration of the theme. I played for a while and I would like some variation in the bullets (maybe I just didn't reach that point, though). Good job!

Developer

Thank you so much! What do you mean by variation in the bullets? Currently there’s the rain, missiles (which explode into projectiles on impacting a wall), and a tadpole which bounces around the screen. Do you mean more attacks, or more variety in the way current attacks work?

Submitted(+1)

I love bullet hell games, the difficulty was great, I broke the shell around the evil frog, but was never able to take down the frog himself. The boxing glove explosions gave me a fright, but it was cool that you could hit them to negate the effect, made it give a good balance of trying to go for cat tails, and trying to prevent more bullets from spawning.

Developer

So, fun fact that we didn’t communicate very well because we didn’t have time to write a propper tutorial: You don’t need any cattails to finish off the frog. All you need is to ram him with a charged dash and that’ll be enough.

I’m glad you thought the difficulty was good, that’s probably the thing we went back and fourth on the most. The rockets were me trying to squeeze bumper car mechanics into the game somehow becaues I felt like the controls suited it, and thankfully for everybody invovled my co-dev shot down my initial (and far worse) idea for how to impliment them. That’s the beauty of working with someone else, you have someone to tell you when your stupid ideas are stupid.

Submitted(+1)

I really like how the difficulty gradually ramps up as you play. The music is pleasant and fits the game well. Fun game!

Developer

Thanks! The difficulty scaling had a lot of thought put into it, and while it’s still rough around the edges I think we ended up in a pretty good place.

Submitted(+1)

Really fun game, dodging all the different things at the end was super satisfying, also love the evil mustache on the wizard frog

Developer (2 edits) (+1)

It’s a known fact that moustaches are the most evil of facial hair, I’m glad we we able to communicate this incredibly consequencial reality.

Submitted (1 edit) (+1)

Wow that really got fun once the bullet hell opened up. Very nice, felt real slick. The music rocks too

Developer

Happy to hear it! Fun and slickness were the primary objectives

Submitted(+1)

I liked how full on the game got. It was very satisfying to slickly dodge in and out of the bullet hell.

Developer

While our dev time may have been limited (and some features may have needed to be cut), one of our main priorities is to make the finaly two phases feel like a real bullet hell boss fight, and I’m glad that that vision came across.

Submitted(+1)

Slick music, slick gameplay, slick everything!

I really appreciate this! It’s high quality! Good vibes and fun, I would have played this a LOT as a kid!

Developer

Thanks for the kind words! Good to know that your childhood was only saved by the fact that I hadn’t started game dev yet, future generations won’t be as lucky

Viewing comments 32 to 13 of 32 · Next page · Last page