Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Tricky Madness DemoView game page

Arcade snowboarding game with a focus on speed and big air.
Submitted by dearthdev (@_Tricky_Madness) — 2 days, 19 hours before the deadline

Play game

Tricky Madness Demo's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Feels really solid, things feel fun from the moment you start moving. Not sure if you made the music but it's bussin on god fr. Looking forward to playing more! :>

Developer

Nah, it's public domain music, spent 5+ hrs listening to dog shit just to find them.

Submitted

Yeah, this is super fun, immediately had to jump back in after finishing the course, it's really addictive. My best score was 75175 with the tried and true "diagonal spin trick until I get the blue lines on every jump" strat.

One thing I'd say is maybe switching between movement and rotation with the left thumb on a gamepad felt a bit unintuitive during jumps. But I see there are also different opinions on that in the comments below, so I dunno.

But once again, super fun game, this will go places!

Submitted

The Track is mostly nice, there are a few bumpy Areas, but other then that its good. If you ever loose your speed you don't recover tho, the Jumps become too steep to get any Airtime, you can't make the cliffside Jumps at all if you're not at max speed. 

I also couldn't really do a lot fo tricks other then grabbing the front of the Board in some ways. Don't know if thats just not a Thing in Snowboarding tho, I never did that.

Overall it feels good, but it did that already last DD. Could use some more sound feedback on failing a Trick, and it looks a bit weird to just kind of roll around without any rolling animation, or falling of the board or anything. Also doesn't seem to make me loose Speed. 

Visually the new Track is really nice. I think it could use some advertising papers on the curves or whatever there is on actual tracks, to indicate it being more manmade then currently, and I'd love to see some kind of slippery ice, not necessarily on this mountain track, but maybe on another one. Theres a lot of possibilities to play around with, and some are used nicely on the current Track. the Cliff overhangs, the ravines to jump across and so on. 

The little selection dance is adorable. No Bugs, no good Time, abysmal trick score, nothing more to say, fun Game.

Developer(+1)

Thanks, I liked the dance animation too. I'm pretty unhappy with the levels graphics. I can do a lot better if I push myself. Everyone's kind feedback showed me their is still some minor tweaking to do but the basic mechanics are good so I can focus more on levels.

Submitted

First of link to the recording of me playing the game:

https://litter.catbox.moe/vsemk1.mp4

No commentary. Expires in 3 days.

I played linux build with keyboard.

I'll have you know I played a lot of SSX (the first one), so I cannot help but mention differences/missing things when it comes to controls.

You added a lot when I compare this version to DD46's version.

You are probably aware of things I am going to mention below, and just did not have enough time to implement them, but I am going to mention them so you know what to maybe prioritize for next DD.

If I remember correctly, SSX used same buttons/analog for rotating in air as movement steering, but in tricky madness they are separate controls.

If I want to use any board grabbing trick on keyboard, I must let go of wasd keys.

Holding jump key should stop you from turning. It's so you really need to commit to your jumps, and plan them ahead.

I hope in future the speed boost is going to work like in SSX where you don't use it right after landing, but you can save it for later.

I would like to see trick score multiplier floating pick ups.

Really good progress. I had fun.

Submitted

Loved it. 

I'll just write about what hasn't been already brought up:

 - I'll add some cam shake after you roll/fail to land and when you hit a tree.

- In the image of the controls, you have arrows pointing at bumpers/triggers of the pad without saying that only triggers work (so far of course).

The game feels good in hand and I think is a very good base for a Tricky successor. GL.

Submitted (1 edit)

This is pretty fucking fun. A lot of potential here.

As Gator has said, tricks on the right stick would be nice though I found switching between stick and d-pad with the left hand wasn't an issue.

Holding the jump button needs some indication like the character crouching even lower to get ready to jump. As it is it feels like holding it does nothing until you release it.

There doesn't seem to be any penalty for messing up a trick other than losing points. You get that roll animation but it doesn't slow you down or anything.

Animations should be snappier. The rotations in particular feel too linear.

The yellow/orange/red(?) boost indicators coming from the hands seem a bit weird. Wouldn't be board make more sense?

Submitted

very nice but it could use stunts of something.

Submitted

Loved it, all minor criticism only. Make more levels I'd love to play more of this!
Developer(+1)

Thanks for the feedback was very insightful. I added dynamic FOV to try and communicate that the offroad slows you down. I will try making the slow down more impactful and the FOV change larger. Also, crouching makes you speed up but turning interrupts your crouch. I think your right that I should have you stay crouched but with reduced turning.

Submitted

Never played a snowboarding game before but this feels decent.
The controls feel very responsive, in part due to the left/right leaning animations.
The speed line effect looks great. I think the camera changes a little as well? Great feel of impact regardless.
I really like Sophia's design.
I assume the visuals aren't final? The trees and the track look alright, could use some snow trails and particles. Some white atmospheric fog would look good as well I think.
The trick animations feel kind of weak. I remember the skateboard tricks in Sonic Generation's City Escape looking  pretty good, so maybe you could draw some inspiration from that. Your character is pretty small, too, so I feel like SG would make for a good point of reference.
Great work so far! 

Developer(+1)

I feel like I worked so hard between this demo and the last one but I'm really not happy with things. Like you said the level and animations are subpar, really most things feel subpar. I guess that's a step up from the last demo which everything felt like shit.

Guess I have to work even harder to make it good.

I'm a big SSX fan so I love seeing a game in the genre. You've done a great job of capturing how that series feels.

Looking forward to more content.

Submitted

I've never played SSX or 1080 but this seems like a good start. I like the concept of going faster when doing better tricks. Didn't notice anything wrong that it wouldn't assume you're working on; like some Z-fighting on the board. A deforming snowshader would be awesome.

Developer

AHHH, please don't remind me about needing snow trails.

Speeding through is fun. The animations and tricks are a bit underwhelming. Other than that it's hard to tell much else without any goals or content to which to benchmark the mechanics.

Snow looks great and it still feels good to play. Few issues:

  • Options menu can be highlighted but clicking it does nothing
  • Sometimes going over a lip doesn't give you air and you instead stay magnetized to the ground. This is most noticeable at the Y-junction before the 2 4-way intersections.
  • Snow frequently clips through the snowboard.

It'd also be nice to navigate menus and perform tricks with the sticks. Your right thumb isn't doing anything mid jump so it seems like the natural option for tricks. Overall it looks sounds and plays great though.

Developer

Thanks for the feedback. I changed the options menu to be disabled and found a game crashing bug while at it. Both fixes have been uploaded.