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Four Faces of Fenrick's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #3 | 4.513 | 4.513 |
| Originality | #9 | 4.513 | 4.513 |
| Presentation | #46 | 4.385 | 4.385 |
| Theme | #152 | 3.667 | 3.667 |
Ranked from 42 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 movement was designed to feel cool and empowering. You can slow down time in the game so that you can pull off TAS-like platformer combinations. The moves have depth to them and combine/compose in nice ways, with some replenishing others, and slow-mo helps you chain them together.
Although this game was also for Global Game Jam, the game was started after Jan 29, and was designed with SLICKness in mind (as well as MASK, the other theme).
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I love this please release a full version of this on steam.
The momentum you can build up is so fun and it had actual fun level design.
Didnt saw a 2D plattformer like this since celeste
One of my favourite platformers this whole jam! Movement felt good and fluid and the visuals from an artists perspective were really polished great submission man a pleasure to play!
That’s a really unique title. I love 2D platformers, especially ones that showcase a lot of depth and complexity in their character moveset, similar to the 3D Mario series and Celeste. This game already feels just as good as those titles, and for a jam game, that’s saying a lot.
The level design was really smart. The way you approached teaching the player all the necessary mechanics gradually through environmental exploration is commendable. I especially liked how you managed to teach me new things even when I was backtracking after getting the red mask.
The mechanics are super fluidm and they left me craving more challenging scenarios.
The potential of this game is immense, and I believe it could easily become a full-fledged title.
I’d certainly love to see more of this!
Amazing job here! Excellent game! I find it hard to believe that this was done in just one week. As you already know it was a little hard and I got stuck in a zone but I pretend to come back to this game later. Amazing experience overall, Great job!
The pixel art aesthetics are really cool, its very atmospheric. Greet mechanics and slick gameplay!
That ending though, sadness...
Woooow!!! This is super polished and slick!!! I am very impressed.
Cool take on a metroidvania-like game! The idea is super cool, and quite a lot of what I played felt like y'all were in-tune with your design choices, because it really gets you using the different aspects of the abilities. I did when the second ability was introduced, the clunkiness of the keyboard controls certainly showed, but it's not something that's too much of a problem to fix, I don't suppose. To be honest, that was my main issue with the game. The controls were just tricky to deal with, and I certainly second the recommendation to use a controller. Past that, the scope is really impressive for a game jam game, quite a long one!
Aside from the keyboard controls issue, this is a well put together jam game!
***spoiler***
Oh.... the ending. This whole game, it's all a journey to properly grieve becoming the last of your kind.... T_T nooooooo.....
absolutely wonderful movement. almost feel like the timeslow isn't even necessary, but it does make attempts far more consistent! kinda wish there were more opportunities to use every single move.
I think the time slow is the secret sauce. Without it, you can just map every move to a different button, and it feels like any other movement platformer. The time slow lets you plot out your next move in an almost turn based fashion.
I'm really passionate about this game :)
Very, very smooth and fun to play. The movement strikes me more as a finished game and not your typical game jam platformer. I think the relatively linear structure works for a jam. I was surprised how effortless switching masks became, especially since the directions correspond with what each mask does. The only hangup for me was sometimes zooming down into a bubble didn’t bounce me up, and I continued straight downward instead.
This game lets you pull off some insane moves. I used a controller, and I was effortlessly chaining one movement option into the other, it was awesome. There were a couple of difficulty spikes, but everything is definitely doable once you're good enough. Also a small detail, but its really cool that you deform the environment with every poke. Great stuff.
Wow, love it. I want an artbook about it.
Even though it is more 'Mask' than 'Slick', it is another highlight of this jam.
There are only a handful of rooms, but what is there really really impressive. Everything feels very polished. It has perfect room-chaining ("see all this harmless/hard stuff, just wait when we get back") and it even includes small things like "Star Wars"-swipes, "exploding Lemmings"-particles on death and environmental destruction of the wall and floor. A reminder of how often you failed ;)
The graphics are very clean and at exactly the right resolution-spot between pixelated and sharp. And the adaptive music, which I assumes crossfades between synced tracks and pitches up/down when needed, is both innovative and shines in simplicity.
But the "choose mask" AND "slowdown" mechanic is the real star. Basically you implement the normal controls we've seen hundreds of times but force us to use them indirect by adding a switch step, that is also a whole mechanic by itself. Defeating an enemy uses a mechanic that is opposite of what you use to get to the enemy is really smart. But also gives stressful situation. I like. But being sad.. I don't like ;D
The initial feeling was that the walking speed can be a tad faster or better have a dedicated 'run' button, especially for rooms you've been multiple times. But this addressed by progressions later in the game.
My biggest gripe would be that keyboard controls ain't the way to go, like I said in the chat: "my brain isn't braining the sequence x-shift-down-x-shift-left-x. Kept dying on super obvious bits.." ;) Either have way more built-up rooms to force learning switching or try to look for something that would do the same (like using the cursor keys that implement the shift mechanic at the same time, so you get left hand: WASD+X and right hand: up/down/left/right/space)
What could work in the next playthrough is adding a some mask budget per room, like 4 changes but you still get to choose with ones. And keep decrementing that value each playthrough. So different people will have different solutions, need to be more thoughtful and you mentioned TAS but speed runners really love that stuff.
TL;DR Looks legit like something that storm the steam charts if it was a full game.
Thanks for playing (and the extensive feedback!)
I’ve been trying to think of a better control scheme for keyboard since we made the game and I think you’re onto something.
One idea that came up was to just bind the mask actions to direction + action, but I think the slo-mo is pretty key to the design and I can’t fit it into that control scheme. I like the idea that pressing a direction on a secondary input initiates slo-mo, but releasing it then performs the action. This loses the ability to switch masks without using an action, but maybe that’s fine? I think it’s nice to be able to slo-mo without using an action; this new control scheme would make slo-mo a more committal action. Maybe that’s good, but I’ll need to play with it to figure out.
This was seriously great, your team clearly knows how to make fun and layered movement. Also really loved the spritework was crisp and slick! One of my favourites no doubt. 🐸🍄🟢
This is such a well-crafted game! Others have talked about the depth of the movement mechanics, but I wanted to highlight the dynamic music that changed with the enemy types and slow-mo! I think it really added to the experience! Also, the ending destroyed my heart oh my goodness. Amazing work!
One of my favorite games I've played. Also one of my favorite jam games I've played. Honestly blew my mind. Incredibly satisfying movement mechanics, the time slow gives it an almost turn based feel and let's you do some pretty crazy combos.
This game made me cry btw
Game feels super good to play! It got a bit hard on the latter part but I finished it and it is really nice and unique and the movement options can lead up to some nice combos! The whole vibe was also very moody and the artwork is pretty nice! My only wish would be for there to be some other way to swap masks because shift + direction kind of screwed up where I was going a few times because I couldn't press it properly while moving
This is a nearly perfect game, I'm in awe. I was skeptical at first when you said that you were trying to satisfy two different themes for two different jams, but you 100% nailed it brother.
Thank you! We're obviously pulling from "mask" aesthetically but slickness was an equally high priority.
Loved the graphics and the music. The slow mo is very slick. Very impressive feat.
Really interesting movement mechanics, i love that you keep ur momentum when you pogo. i think i got carpal tunnel playing this on controller lol. I think maybe making the mask cycle when you hit the bumpers or something could help. Overall very impressive showing. Love it!
Wow. This game blew my socks off. THIS is what Dunkey meant when he said slick. Chaining actions together was so intuitive and fun. I LOVED how the time slowed down just enough to create cool sequences. Difficulty was spot on. Everything came together for the best experience I have had during this game jam so far. Incredible!