how bout that UI tho ;)
Peas_N_Carrots
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I love the idea of having to dodge your own oil as you circle back around. I took myself out my first lap haha. Enemy AI's are very well done too imo. I thought the controls were a little unforgiving and I stopped after failing the forest level a few times on 1 or 2 cars remaining (always hitting the wall), but that's a skill issue tbh. I'll come back to finish later for sure :)
I second (or third I guess) the joystick. I'd also like to mention though for lag, you're right about the particles loading for the first time causing frame drops. I personally noticed more of this on Firefox and less on Chrome, so if you are on Firefox, that might be a band-aid fix. Thank you for the feedback regardless though !
PB: 34906 (lmk if this is good or not lol). I normally don't like quick time events but this game gets a pass. Love the slick mode when you have a big combo going! My team also did skating and I didn't realize how many other teams had the same idea! i'm trying to play all of them and I think this is one of my favorites if not my number 1 so far. 5 stars on slickness
Thanks for playing ! was it in the spin blocks on the tutorial? or on the first sewer level before the spinning/bomb section? Those are the two that I know about so far. It's a bandaid fix but you can always back out to the main menu and restart the level-- but I was in charge of the pause menu among other UI related things and I realized post launch it would have been good to add a restart to last checkpoint button :(
HAHA thanks so much this made my day!! I did the UI pages, HUD, and camera controls, so I was joking I did all the stuff that no one is going to care about. Glad you liked the menu enough to mention it! I'm sorry the later levels were confusing but glad you were able to have a good experience overall anyways ;) I also agree our musicians did a great job
Super nice presentation on the art, music, and programming fronts! Probably my favorite visuals i've reviewed so far. my main complaint is its a little non-readable with the stuff in the distance being so low res and the effects being right in the front of your fov blocking oncoming stuff. Getting good combos is super fun though when it does happen. Definitely slick! My team also made a skating game so it was nice to see all the interpretations other teams made on the concept.
I love anything crazy taxi inspired. This is a super fun concept and I love grinding on the highway railings or whatever they're called. NPC cars are certain interactions are a little jank but overall really run and I love the control scheme. There turned out to be a lot of pizza delivery games (my team included) so I'm trying to play and rate all of them !
I got a bug where after level 1, I would click to play next level and my level would increase without actually sending me any enemies. I had 5 coins this whole time and never sent any new stones (bc I didn't have money to do so) so maybe that was part of what caused it? Regardless, I can confirm that your win animation does work yay !!! Super original concept and I'd love to play a more polished version of this.
Haha shocking similarities between the storylines of both our games (delivering pizzas while rollerskating/skateboarding). I like this a lot - reminds me of on of my favorite games: crazy taxi. The isometric level is neat and I love how relaxing but also engaging it is. also, tactically bouncing yourself off cars for speedboosts and perfectly hitting corners feels really slick. only gripe is in the lack of sound effects and visual feedback when you deliver a pizza. Well done overall!
Thumbnail caught my eye! This is a really good game. lots of content and very fleshed out menu screens and UI for just having one programmer. Certain things were a little unclear (such as the green goop speeding you up etc) due to the lack of visual feedback, but I got the hang of it. Controls are a little unconventional and I struggled to get the player to do what I wanted at times but overall felt good and I definitely see the slickness. shooting slow mo is a lot of fun. Played through a few levels of each world and while I didn't end up beating the boss fight, it was a lot of fun to play through. I'll definitely be coming back to finish this one if you guys put out a post jam with a little more polish ;) Well done
I love the originality in this take on the theme! It was neat using both hands at once and keeping my eyes on both the executioner and Joe's hand on the table. My PB was 19. Art was really good looking too. Areas for improvement: visual feedback (didn't notice the nails on top/bottom at first, also could use some screenshakes, tweened animation of the sprites, or other things of that nature to make the screen less static). Regardless, this is a good game and super refreshing take on the theme 'slick' :)
Thanks for playing our game! I totally get u about the pace breaking and how slow it feels when you get off a rail. I was more of a system developer rather than gameplay so I can't speak to this as well as PokeNinjaGuy, but I think what we were going for was a system where you try to hold an item or let it autorun when possible and keep your rolling state going. You can get a nice S[lick] rank speed-run when everything comes together ;)
Thanks for playing our game and leaving such a thoughtful review! You're right about re-scoring in the same hoop or (re-picking up the same pizza tokens, collecting same pizza slices, killing same enemies, etc). I was the UI/camera guy so I can't 100% speak to the issue, but it was gonna be a lot more work to change how we did respawning to save the scene's state post-death (and would require some level design tweaks to prevent soft locks when you lose items or enemies and they don't come back). So, for the sake of scope, we opted to make the time loss and point deduction from dying significant enough to discourage doing this. Hope you had fun nonetheless ;)
Art is great- goes without saying I think haha. Music is nice too idk if y'all made it but nice job if so. The sparsity of checkpoints was a bit frustrating at first but replaying and remembering the first levels does make it feel "slick" on replays. One of the more creative interpretations of the theme. I got a few levels past when the turn based enemies/obstacles show up in about 10 minutes of playing but I'd be happy to play more if I missed a lot of content past that. A grid on the ground might be nice since the isometric movement is a bit disorienting, but that might be part of the point :P. Also its worth mentioning that the UI looks nice (I was on UI duty for my team's submission so I've had a particular eye for UI stuff lately)! Overall super solid entry :)
My session PB: 4.4 km, 1:02s after playing for like 8-10 minutes maybe. Took me a little bit to get the hang of the controls, but I stuck with it because my entry also has pretty tough controls so I figured it would only be fair to give this a real chance haha. I'm glad I did though since this is pretty fun! Definitely my favorite of the sliding-car interpretations I've rated so far. I love you guys' solution to the analog action of steering a car with the binary input of the arrow keys (making it turn side to side slowly) and the details like cutting out the rain audio under bridges is nice. Let me know if there's anything cool down the road I missed seeing at only 4.4 km and I'd be happy to come back and play more. Best of luck :)
Super thoughtful comment, thanks so much! Can't complain about being compared to Nitrome ;)
I made this with Scratch like 5 years ago lol - you're totally right about the repetitiveness. I had plans to revisit/remake it back in high school but that's been on the back burner for a couple years at this point.














