So much juiceeee !
My only complaint is that we should have a way to see our range, to avoid mistake.
Criteria | Rank | Score* | Raw Score |
Design | #4 | 4.784 | 4.784 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
So much juiceeee !
My only complaint is that we should have a way to see our range, to avoid mistake.
Great work! The game's mechanics are simple and easily understandable while aesthetics and juiciness really make the whole experience so satisfying :) Definitely need more of it!
Oh hey, Mark Brown. I thought it would be nice to tell you some things. You see, I joined the GMTK game jam because it was the most popular ones. I was working with TimDev and Tareq. And we made it to the jam. So let's see what you did for this year's gamejam... let's see what amount of work you made for this...
YOU DID NOTHING.
It's just an extremely short jam that forces you with 2 days without sleeping and eating because if you do you will die and with a theme that almost always takes you to the worst ideas !!! I came up with a super creative idea about joining together actions and only 2 buttons to get to your favorite 20 games and instead we made an horrible game !!! WHY 42 HOURS ?!? WHY THE THEME IS ANOUCED THE DAY THE GAMEJAM STARTS ?!? WHY YOU HAVE OVER 1 MILLION SUSCRIBERS ON YOUTUBE ?????????
I just can't. This gamejam is the worst. At least give the others a chance to make an entry to the jam by giving an ecartement between the theme reveal and the start of the gamejam. Or just make the jam last longer. I don't even care if you awser this question.
- Omen777
Good job. Nicely polished and executed. Simple, yet hooking. Those big lobster things actually scared the hell out of me while I was playing. 5 for game feel and difficulty progression.
Terrific game!
The representation of the theme you guys made is astonishing. You need to have good aim and reflex to finish the game, and that's the main idea behind shooters. Giving that experience without shooting enemies is a great achievement.
On the aesthetic level, the game is superb. The particle effects, camera shaking, sound effects and music give this game a pleasant mood.
_φ( °-°)/ We'll appreciate if you rate our game: Slow Ride.
Wow really awesome game. So Juicy :)
I really like all the details, like the character, goes back a bit when launching the grappling hook, enemy are push and can explode other ones, the color splat when enemies die etc.
On the concept, my only negative would be that the game doesn't really feel like a top-down shooter are at least part of the shooter genre.
Thanks for playing!
I did feel I might have gone a bit too far from the original genre, but the example mark gives Snake pass, doesn't really feel like a platformer and introduces the new mechanic of bamboo poles to facilitate the snakes movement; I think the white circles in my game are the equivalent to the poles in Snake pass, I can make movement easy by giving the player all the grappling points they could want, and make them think in a different way when there isn't a direct path to the enemies. at least that's how I see it...
Very nice looking and polished game. I like how interactive the environment is with itself, such as the biter enemies running each other into spikes. 5/5
Fun mechanic and a polished expierence! Only nitpick is that visibility of the player becomes really hard when there is a lot of particles on the floor.
The presentation is good and the gameplay is incredibly fun!! My only complaint is that you could make the hitbox of the hook bigger (or make it snap to nearby objects).
I don't think you intention was to make pixel perfect clicks judging by the enemy and level design, I see it as more of a click decision making, and when the plan is made, it shouldn't fail because I missed I tiny pixel on a fast moving foe.
Amazing concept, amazing art, and amazing execution! Loved how the game plays! Its so fun!
5/5!
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