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A jam submission

Slash n SlideView game page

Survive. Deliver. Upgrade. Repeat.
Submitted by Game Developers Guild — 5 hours, 21 minutes before the deadline
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Slash n Slide's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#3143.0833.900
Presentation#4782.5303.200
Originality#4912.6093.300
Fun#5801.9762.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent "Slick"?
We have designed our game to be "slick" in both the literal and the stylistic sense, creating a high-stakes, frictionless movement economy where standing still is essentially a death sentence. In the dungeons, We have introduced a mechanical slipperiness that forces the mouse-controlled character into a constant, sliding dance of redirection. This "slippery" nature turns the dungeon into a tactical ice rink; you aren't just walking, you’re gliding between randomized waves, using the momentum of the mouse to narrowly slide past a goblin’s reach or outpace a swarming 3-bee cluster. It’s a "slick" experience because your survival depends on maintaining that fluid, greased-lightning movement—making every successful room clear feel like a masterclass in controlled chaos.

The true "slickness," however, is found in that seamless, high-velocity transition where we force you to instantly recalibrate your brain. You go from the surgical, "slippery" precision of dungeon kiting to the raw, kinetic energy of the city streets, hitting the boost to weave past buildings. By looping that hard-won dungeon loot directly into permanent upgrades for speed and power, we have created a flow state that feels like "style under pressure"—transforming you into a hyper-efficient operative who is just as dangerous sliding through a dark corridor as you are drifting around a city corner.

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Comments

Submitted(+1)

Great BGM and visuals look sweet!! Slick af

Submitted(+1)

pretty nifty game. the main loop gets a little repetitive after a while and the delivery scenes feel sorta disjointed from the dungeon scenes. its also weird that the dungeon levels are mouse only whereas the delivery scenes are keyboard only. some extra feedback and sound effects could go a long way, and i feel like the intro gives the wrong impression, saying that "the thing youre looking for is **found** in this dungeon", making me initially think that the goal is to FIND something when in reality its to KILL something. the car controls reversing directions when going backwards also felt weird and arbitrary to me. cool entry!!

Submitted(+1)

Oh man the slippery dungeon was crazy fun! I have never seen mouse-controlled movement done like this before, and you really nailed it. This is the slipperiest game I have played for the jam so far, so this one knocks it out of the park for the theme. The spritework and music are incredible as well. Excellent work!

Submitted(+1)

This is like delivering a jeweled goblet to Randy Newman's house... I'm really impressed with how well everything stays in the collision system. That sword absolutely LAUNCHES guys, and there's a good amount of enemy variety. I appreciate the slick aspect of sliding around and attacking automatically, making this a lot like a game of dungeon bumper cars rather than insisting on frame-perfect timing. Bravo!

Submitted(+1)

Simple yet slick! Catapulting slimes at Mach 3 with your sword is quite satisfying