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A jam submission

SlinkyView game page

Foddian-style game for Speed Jam #2
Submitted by chertkov, blobasaur โ€” 5 minutes before the deadline
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Slinky's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#103.5383.538
Aesthetics#233.3853.385
Theme#263.3853.385
Overall#322.9622.962
Sound#651.5381.538

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

THIS, THIS IS A FODDIAN GAME!!!

Submitted(+1)

Cool Game, reminds me a lot of getting over it! the art is nice and the mechanics were creative/original and it has a lot of potential in the future! However, the fact that there was no sfx or music at all made the game pretty boring, and the game doesn't really match the theme of "momentum" because of the "stickyness".


overall it's fun and could use some work after the jam!

Submitted(+1)

Very original controls!, has a lot of potential for speedrunners, can gain a lot of momentum with a good swing

Submitted(+3)

Really creative take the collision felt a little off and it was scary to look in the eyes of slinky with no music, It felt fun to play and almost like a better getting over it as it gives you more control, Good job!

Submitted(+2)

Wonderful concept, bring a lotta joy to play it!

Love the interactables too, really enhances it. Some sounds would make this even better!

Submitted(+2)

Good idea. fun mechanic, well done. I like how you kept in simple and managed to pull off something fun and engaging, I was trying a bit too long to get over the bouncy bit.

Only major note  I have is that some visual indication-feedback for when you were grabbing something would be nice, sometimes I felt like I should be able to grab a wall but I guess I wasn't close enough. Something simple like the glove turning green, or a particle effect would go a long way to improve the UX. :)

Developer (1 edit)

Actually, I too was thinking to add a particle effect and a sound to indicate a successful grab. On a similar note, my teammate asked me to add a small time buffer to grabs to make them a bit easier. I chose not to do all of the above, partly to make the game harder, but mostly because we ran out of time ๐Ÿ˜…

Submitted

Ahh game jam fallacy , time gets us all 

(+1)

Very fun game. One practical point for you to consider. 

I kept accidentally clicking into other windows and stuff by accident bc I let my cursor wander out of the game window. This could be solved by have a key do the grabbing.

Other than that though, I enjoyed it quite a bit. Thanks!

Developer (2 edits)

Thanks for the suggestion! We are aware of this problem and we encountered it ourselves constantly during testing. But I also think that fullscreen solves it completely. You can toggle it in the options. I have also put a lot of thought into the camera. It should give you enough space in most cases.

Ah! Didn't think to click into options and check. Comment withdrawn! :)

Submitted(+1)

Best entry I've played! You nailed both themes. Great level design. The grabbing mechanic is such a great spin off from Getting Over It. For some reason I don't even find it frustrating. Maybe beacause the grabbing thing makes me feel totally in control. Great job!

Submitted(+2)

This is fun. This is frustrating. This is good. :D
I love the art direction and "story" and it had me playing a lot!
I like that it stuck to the themes as well, and the controls were tight and made sense!
Nice work on the physics, and the rotation on the hand to explain the rules to the player.
I also liked the design decision to include the lil starting area to help the player learn the rules.

Submitted(+1)

I love the art style but I could not for the life of me get over the starting hill.

Developer(+1)

In case you missed it in the rules: you can grab on to anything but green slime. That way it is possible to climb steep walls and even walk on the ceiling.

Submitted

Wow thanks I completely missed that now this game makes a whole lot more sense