Congrats! Slick is a bit tricky to get but I tried to make sure it was achievable. Glad you enjoyed!
Séb
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Nice parkour-style game, I liked the variety and the theming of the game felt very secret agent/spy-esque, which I think made it fit in with the slick jam theme quite well. I think the camera was a little awkward at times, the cut-away thing seemed to work in some cases but not others, which sometimes made it a little awkward to control inside the cars, but generally this wasn’t a major issue. It also seemed like I could get stuck between cars sometimes by accident when running on top which was a little annoying, but also manageable. Well done!
Really clever roguelike variant, I liked this idea a lot. Shooting the cards as they fall adds some unique interest to the mechanic that keeps you engaged and feels like it gives you a little more agency over things. While the navigation between stages was cool in some ways, I think having it be ‘free roam’ didn’t add a lot and it would have been just as good if you selected the next place to go but otherwise were auto-piloted there, maybe steering to select which location to go with. I think the power ups though were interesting and interacted well with each other while being properly themed, which is an impressive amount of balance work for a game jam. Great job!
Glad you enjoyed! This was my first time ever drawing humanoid characters or doing character sprites for a game, so I found it quite a tricky and slow process. I got halfway through a proper Ollie animation before I had to stop because it was taking up too much of my time and I still had to do course design and environmental art. I definitely need to get some more practice in before the next jam.
Main tip if you want to get higher ranks is to make sure you get all the sticker spots! The game is quite forgiving of a few mistakes if you have all the stickers (2000 points just from having them all), so my advice is to not focus on those and spend a lot of time grinding, which should net you an Amazing rank.
I agree that perfect should be pretty hard to get, that makes sense and has some challenge, but I was struggling a bit just to get Ds and Cs - that may be more of a reflection on me though rather than the balance! I think some sort of reward and upgrade system would make sense, especially with the car wash theme, and would also make things a bit more varied. Still a great job though!
Yeah I got halfway through the Ollie animation before I started running low on time and had to return to course and environment design since it was still a block out on Friday… This was also why I didn’t include a kickflip but it was in my original design notes as a way to get extra points from ollies in some sections. Glad to hear you enjoyed it!
(P.S. there is a slick rank too you know…)
I really like this idea, and the art for this entry is very cool. I think it was a clever take on a tower defence-style concept, and reminded me a bit of Plants vs Zombies for some reason. Either way I enjoyed it quite a bit and thought it was very creative. It did seem very difficult to get a good rating as soon as the medium range enemies pop up, not sure if I was doing something wrong but the enemies seem quite hard to kill and keeping them at distance let’s them pool up. Would be interested to see how the balance could be improved, or the correct strategy made clearer if I’m missing something. Great job!
Managed to get to 98, not sure if that’s a good score or not but it was over 7 minutes I think so I’m hoping that was good! The art for this entry is excellent, and I liked the twist you added of the floor getting slick with sauce as a sliding mechanic. I actually intentionally tried to spread some sauce since it seemed useful for getting to the far away tables, not sure if that was the intent or not but it gave it a nice dual purpose! My only criticisms really would be that it felt like the pizzas were coming out too slowly to handle the speed of customers towards the end, which made it seem like there wasn’t much I could do to avoid losing, and that it also got a bit repetitive later on, but I think the latter is easily solved with different dishes or variations to throw into the mix. Great job!
Really nice take on the theme. I love the way you nailed the vibe of being the untouchable protagonist dodging everything and then finishing it off at the end. I found some of the attacks a lot trickier than others (leg sweep grrr) but I got through the whole thing and enjoyed it a lot. Really nicely done!
Cool entry! Being able to pick your character at the start was a nice touch. I think this was really well implemented and looked quite good, though I think more weapon variety would have helped keep things interesting. I wasn’t sure why I would choose weapons like the shotgun once the pistol was available, since the ammo was too limiting. Still enjoyed though, great work!
Very nice entry, the art style and sound work really well together, and the mechanics overall feel quite polished. It did feel a bit like going slower was better in terms of getting more coins because it was hard to see the coins ahead and get in position quickly, but I think overall it still worked quite well and it was a lot of fun. Great job!
Nice job! I agree with some of the other comments that providing some more visibility would have been good so you can truly get up to speed, and that the reverse is a little counter-intuitive, but given you started so late I’m really impressed with how much content you got in and how good the presentation is.
Nice take on the theme! I’ve always liked parrying as a mechanic so it’s cool to see a game designed entirely around it. I found it a bit overwhelming quite quickly with the amount of enemies appearing, so maybe the balance curve needs to be smoothed out a bit, but the mechanics seemed to work really well and I still enjoyed. Nice job!
Great game! I’ll be honest I was confused about the first door for a bit, I wasn’t sure if there was a control I was missing since when I pushed into it I kept seeming to move up into the ceiling and die, once I figured out how to lean into it properly it was fine though - I think the odd collision is what confused me. The art style was great and I think the mechanics overall were really good though. The forgiving checkpoints were definitely a good call for a jam as it made it easier to experience the whole thing while still having some challenge. Well done!
Wow this is very polished. It’s an interesting variation on the roguelike genre, I think the power ups you’ve chosen work quite well. It would be nice to get a slightly more complex preview though that shows how your cue ball ricochets or shows how the first ball you hit will move, it would let you set up for some more accurate shots and plan a bit better. Very impressive to get done in the time frame, great job!
This is a really cool idea. I thought the art in this entry was really good, and I enjoyed playing it, but I found it tricky to meaningfully control, so I was mostly just mashing buttons and enjoying the graphics while managing to rack up a decent score. Would be interesting to see how you can try to restore a bit more control and challenge to the player while keeping the core idea intact. Well done!
I think this is a neat concept and has a lot of potential for expansion. I think the slippiness of the character goes a bit too far though bringing it into the area of being a bit frustrating at times since it is very difficult to control, rather than feeling challenging but fair. I enjoyed it though and managed to get most of the vases back in one piece. Nice job!
Whatever I might have expected for this game jam, this certainly wasn’t it, but I mean that in the most complimentary way possible. The gameplay was surprisingly engaging given how simple it was, the presentation really leaned into the arcade feel and I think made the most out of it, and it was overall pretty fun. Great job, no notes.
Really interesting concept, though I found how the bubbles worked a bit confusing. There were a couple launches where I managed to get some good combos which was quite fun, but I didn’t fully understand what I was doing properly or how I was affecting the game. If the bubble mechanic was a bit clearer that probably would have been a good improvement. Great job though!
So glad you enjoyed it!
The main key to getting an S is all the stickers, each sticker is 500pts and the All Stickers Bonus is another 500pts, so if you get all of them that’s 2000pts by itself. Then it’s mostly about getting onto the grind rails as early as possible so you’re racking up the grind points and getting more chances for the balance minigame. Best of luck if you try it again, S is at 4000pts so you weren’t far off!
This is an incredible entry, everything about it feels so polished. It feels like the embodiment of slick in how it feels to play. Really well done. I found out that the way the state works when you die you can cheese certain objectives (e.g. you can rescore the same hoop after a death), but that was the only issue I could find which is really impressive.
Nice interpretation of the theme, making a drift racer but using hydroplaning as the hook was a clever idea. The extra slippy driving made things much more challenging and I think the SFX together with the visuals did a good job of creating nice ambiance. Some more complexity to the mechanics would have been interesting to make it a little more engaging across multiple attempts, but the base mechanics were very well done. Really cool entry, nice job!
This was a really cool entry, it’s often hard to make roguelikes stand out in a jam but you’ve done a pretty good job here. I enjoy the multiple interpretations of slick (slick/slippy movement and slick shots), and there were many slick moments. I thought Wave 5 had a bit of a difficulty spike compared to the ones beforehand, so may be worth smoothing that out a bit since the difficulty also depends a lot on what upgrades you got. I really enjoyed it though.
I unfortunately also got soft locked by the water puzzle, but this was a really cool entry and I enjoyed it a lot regardless. The presentation was incredible, I loved the pixel art and CRT aesthetic, and the opening cutscene was also really well done. I think I literally said ‘oh they were slick for that’ out loud while playing. Great job!
The art style on this is really cool, I’m very impressed with the environment and design. The grapple mechanic works quite well, though I found it a little tricky to aim properly. Nothing seemed to happen when the timer went down to 0, so I wasn’t sure how the game was meant to finish, but I was perfectly happy to keep swinging around and exploring, since the gameplay loop was quite fun. Great job!
I thought this was a very cool idea but I also found it very difficult and wasn’t able to get very far points wise, the connections felt quite unforgiving at times. I think going a little easier would be good, especially in a game jam context. Overall very well done though, the art and sound were quite impressive for game jam time constraints also.
This is a really cool idea, and the execution is really good (especially the visuals from a clarity perspective, but also the sound and gameplay too). I think having some sort of invincibility available on the boost would be good, since I didn’t find it very helpful later on due to the crowded-ness of the screen (if it does have invincibility then I wasn’t quite sure when/how). Also, the bomb powerup is useful but the others don’t feel all that helpful, so I think something like having different tiers of bomb spawn would potentially be more useful.
Really really well done!






