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ProtoPunk's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #26 | 4.076 | 4.076 |
| Theme | #106 | 3.870 | 3.870 |
| Presentation | #109 | 3.978 | 3.978 |
| Originality | #280 | 3.370 | 3.370 |
Ranked from 92 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 in the game is decidedly slick, and based on momentum and speed. Additionally, you have a "slickometer" which powers your speed, time manipulation, and allows for satisfying moments!
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Comments
That sliding level was really fun. Most of my critiques have been spoken (enemies not dying during slow time, also sometimes when pressing q, slow mode wouldn't activate). I've never played Neon White, but this seems a lot like that to me. Music fit the vibe well. Good stuff!
Thanks for playing! Timeslow only activates when you have “slick” in your meter from when you kill enemies but we never made that clear in the tutorial so thanks for letting us know. Glad you liked the music!
super fun to slick and slide in this world
Glad you liked it!
Very slick! I can’t wait to see the concept expanded on in a full release! Very swag! And good music too!
Thanks for playing!
I liked your movement, it felt really good chaining a bunch of jumps together to build up speed. I found that the best strategy was to always hold down shift then bunnyhop. Is there any advantage you gain from not holding it down? Super slick overall, and the sound design really added to the feeling of speed. :)
Thanks for playing! Holding down shift is optimal, though you need to release it to do longer / higher jumps.
Moving through the levels felt great, especially on the 3rd and 4th levels! I appreciate the tutorial too, I was able to feel how each move was useful. The sensitivity threw me off a bit at the beginning - it worked great for the fast sections, but for the slower parts, it was pretty slow (I wonder how it would feel to have it adjust dynamically based on speed?). The speedometer was a great addition too, it let me more easily tell which of my moves was making me go faster. Great stuff!
Thanks for playing! By sensitivity, do you mean mouse sense? If so, there should be a slider you can adjust in the menu, though we might try making an option for dynamic sensitivity in the future.
It was fun to jump and slide around shooting these robots. Had fun blasting through these levels and great settings and sfx!
Thanks for playing!
100% would play a full game of this. Such a solid foundation of design ideas that already feel amazing. That last level was so fun to blast through. Well done!
Glad you had fun! Thanks for playing!
banging visuals and ty for the sensitivity settings! great use of sfx and the movement felt really good!
Thanks for playing, glad you enjoyed it!
Fantastic visual style, fun to play, and builds to hectic chaos. Nicely done!
Thanks for playing!
I appreciate the individual volume sliders and mouse sensitivity settings. The movement feels good, especially with the slick speed boost. The look and sound design were also nice. Good work!
Thanks! Glad you liked it!
I want to say something besides the fact that this game feels slick, but the truth is that " slick " really is the best description of the style of this game. Incredibly satisfying movement when you chain kills together, and the slow-mo definitely aided with how fast you could get.
The presentation was also pretty cool. Loved the steampunk look and the overall atmosphere of the game. The environments felt like they had the right amount of detail so to speak. I also love the layouts of the levels. It's great that each one felt unique, both in terms of the actual layout and the flow of the level
( i.e the first non-tutorial level is pretty vertical, the third level is a giant slide etc. )
I love how well the enemies contrast with the environments. It enabled them to be visible and readable even from far away which definitely helps with the type of game this is. Unfortunately, this is also where one of my main issues with the game arises, namely the fact that many times I tried shooting enemies ( point blank sometimes ) resulted in nothing happening. Not sure if this was a skill issue, or maybe due to the game lagging somewhat on my potato, but I still think it's worth noting.
This issue also kinda bled into causing another issue, which was that enemies don't get instantly killed during slow-mo. I'm guessing the aim was to go for more of a max payne-styled slow-mo kill ? It's still pretty satisfying to kill enemies this way, but due to the above issue, there were many times where I thought I missed an enemy only for them to die a bit later.
On another note, I love the sway of the player's hands and the sound of the player's steps while moving. It really sold the weight of the player well. Part of me does think that the actions of the player could've had more weight to them, like the slide and the downwards dash ( especially since I couldn't really tell the difference between falling normally and using the downward dash ), but I'd say it works well enough all things considered.
All in all, I think you guys made a pretty damn good game here. Kudos to the whole team
Thanks for the feedback! We'll work hard to make this something exceptional!
Thank you so much for your detailed feedback! I'm glad you took notice of the viewmodel animations as I really wanted to sell the fact that you were a chunky steampunk robot and tried to show that in the animation. Our audio designer did an awesome job selling that as well.
As stated by everyone already the movement is indeed very slick. Sliding around and going in slow motion to get a perfect shot is so satisfying. Nice to see another grungy lower-poly submission. Nice job! :)
Thanks, glad you had a good time!
reminds me of Knife Surfing in CS:GO, really fun and cool! and the graphics are second to none, alot of polish!
Thanks! The modellers did a really impressive job! Funnily enough, CS:GO knife surfing was one of the things we talked about while brainstorming this game.
very slick and fun to control character! Fun to go zoomin' through!
Glad you liked it!
This was sliiiiiick. Nicely done! The diagetic UI for the time slow meter is fantastic. The core movement feels really good, shooting felt great with some nice feedback. This is a really strong entry. Gives me Neon White vibes. I have no feedback beyond the obvious like "I'd love to see more guns" or "I'd love more levels". Great work!
Hell yeah! Glad you liked it, and I can't wait to add more content!
I'm glad you liked the diegetic UI we included! The original plan was for the player to be able to spray slick oil onto the level surfaces which would help them speed up, and the left hand was going to be used to shoot it out, with the meter on the back keeping track of how much you had. But this feature sadly got cut. The gauge for the slick meter ended up staying in the game though!
this game is awesome. great gameplay and presentation, felt like a badass. super slick mechanics. beautiful.
Thanks, glad you had fun!
Very fun game! Pleasing to the eyes, good visual clarity, satisfying sound design, and leaves you wanting more.
Thanks, glad you enjoyed it!
The models, music, and movement are all great! I like the levels with huge straightaways that allowed for huge buildups of speed! Very satisfying!
Thanks, glad you had fun!
A Rank D!?
Hey! This isn’t Crazy Taxi!
Maybe we need to add a crazy taxi style level? 🤔
Yeah, make it more arcadey! You’ve certainly got a lot of the same mechanics and vibes. The point is to go fast and shoot etc.
Fantastic job! This looks and feels amazing for a game made in 10 days. I loved getting those combos and zipping through the levels. Very slick.
Thanks, glad you had fun!