This game has a pretty strong identity and vibe. I love how speedy you can get in some of these levels. I will admit that I didn’t really use the slow motion much, I found that the slickometer charges slowly and that slomo drains it really fast, only ever giving me maybe 2 seconds of slow motion before going back to normal speed which was more jarring than useful imo. Regardless, very polished and engaging entry.
brainofcubes
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Oooh it’s a grow-big-until-you-terrorize-the-kingdom-type game…quite fun, love the music and art for both the gameplay and the cutscenes. The only snag I ran into is the first time I played, I lost early because I didn’t know there was a special ability. I never saw the tutorial prompt because I was eating food in the corner of the tutorial area and the goon hit me before I could see the wall with the special ability instructions. Pretty easy to fix though!
I was able to beat this at level 6. The ability to dial in the strength of the wind is pretty nice, really lets you pick your difficulty level (5 and below proved to be too challenging for me). It is fun to let the wind carry you and it’s also nice that holding the spacebar allows you to immediately jump upon landing.
Pretty cool game! I really like the dual use of ticking down oil as a time resource and as a weapon. The farthest I got was 5 cars remaining in the desert level. I do feel like this game has a bit of an identity crisis; the car goes kinda slow which is more suitable for dodging obstacles, but at the same time I want to go fast and oil slick my enemies. I do agree with some of the other commenters that a way of speeding up could help. I’d almost rather have the tracks be a lot shorter and loop more often so you have to deal with your own oil drop misses more.
Very satisfying lining a bunch of them up and giving them a snip! They remind me of the pac man ghosts, if they went too long without a shave. To be honest I thought we were destroying them, I didn’t realize we here just giving them a haircut until reading the description afterwards haha. Fun idea with throwing the scissors and using some “dash” hair product to zoom.
Nice double interpretation of the theme. I got the inevitable invincibility bug (you can still force death by getting squished by a bottle) but at least I got to enjoy the full show! Sure gets intense in the latter half. It’s nice that this has permanent upgrades. I managed to get Infinity slick points.
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.
Unfortunate that you weren’t able to complete your vision but you set up some pretty interesting things that I want to know more about! Like why has everyone only recently been created? Why is Pointe talking like they’ve been around for a while (“I don’t get paid enough for this”) but it seems they’re new too? You’ve managed to create an interesting world with so little. The movement feels nice and I wonder what the other colors would bring to the table.
Reminds me of QWOP, except actually fun. Was looking forward to this ever since I saw a bit of it on Bonejacq’s stream. Really fun ideas explored. I did get stuck at the first flammable beaker part, I thought the fire would hurt me and that I somehow needed to push the beaker to the flame. But making the trails leading to the beakers was pretty satisfying.

