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Solist4

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A member registered 23 days ago

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Loved the 6 boots, definitely keeping with the logic of the flea, more items would be cool, wasn't sure what the yellow bomb looking item was/did but went for them anyway.

Appreciated the text dump tutorial instead of no tutorial but definitely still needed a few rounds to get used to the control scheme.

Only issue I could find was the initial running into stuff during the 3-2-1 start sequence when starting a round, I imagine you could just build a cheeky little collision detection/auto move to left/right until control is given to the user.

Cute flea, good game, would recommend, look forward to seeing if something more comes from this!

We're glad you enjoyed it!

We were definitely ambitious trying to pull off a 3d skating game within 9 days but glad we got as much as we did in, the future updates definitely have a lot of improvements!

If you enjoyed playing and want more then make sure to add it to your collection so you receive the future updates we have planned!

We're glad you liked being Slick Rick slick!

If you're excited for the future of rat-type games make sure to add this to your collection to stay updated with our future improvements we have planned!

The main character is the stuff of nightmares haha.

As much as I have added a wall of QoL comments the game is still really good and well rounded, I couldn't find any noticeable/game breaking bugs.

An input diagram or a short tutorial showing all the tricks you can perform would be good.

Having to hold w while holding onto something isn't intuitive to start with and I was constantly falling down on the first blue grab square.

Changing the camera angle to prep for the next jump while holding w to hold onto a grab square would dislodge me from the square early making it difficult to really line up the jumps, just having it so that we stay attached to the square without holding forward would be nice.

The wall run is kind of nice though, it being a grab wall would make sense to be able to stop and grab the wall though.

That was an extremely difficult start area just to get access to the rest of the game, I imagine a lot of people would probably stop there.

I was confused about what the timer on the boat was about.

A lot of promising mechanics, pretty cool that the devs managed to get so much playability of the game in within 9 days. Good music, fun cartoony low poly style.

Super smooth gameplay, super smooth camera controls, ambient music was foreboding which is a nit control, odd direction for the sword to be held but it works. The visuals were appealing but having some sort of iconic marker or bearing within sections to help the player remember sections/paths so they don't end up accidentally getting lost would be a good feature to add. Otherwise I honestly couldn't find any other issues with the game, amazing job by the team on this one!

Game looks good, music is kind of funky, SFX are interesting.

Very challenging game but definitely one of those easy to pickup hard to master sorts of games.

Good use of placing information in the environment rather than just having icons on a HUD, however sometimes these values are obscured or hard to read due to lighting on surfaces (couple times I couldn't see my gas because there was too much light on the top of my car).

Nice use of a rear view action camera in the top right when "slicking" an enemy.

I noticed the enemies get a free pass when running into rocks etc. though, felt unfair haha.

Dying instantly off of one hit especially when you need to do the lap a few times to get all the cars is kind of painful, some sort of 3 hit system where you can be dumb on the first two or build the rhythm then go into a state of fear for the last point might be nice, maybe gain +1 durability on defeating an enemy.

Can see a future for this if there were more actions you could do like using w boost, or double tapping w to raise the car to go over rocks and obstacles.

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Cute main character, nice shader used when zooming into Olivier, unfortunately Duck didn't do the same haha.


I love the jump front-flip Olivier does.

Also is that a fart Olivier does to do her double jump? :O

I was not prepared for the psycho crab.


You may want to add a breath timer underwater or collision boxes so people don't just go under and walk off forever.

It wasn't obvious that I need to use the oil slide with the fire torch to drag the fire to the cage to break it but got there eventually.

There are some bits of the buildings where you can see they didn't quite line up and there are open faces but that's to be expected in a 9 day jam.

Being able to hold shift underwater to permanently speed boost made it smarter to just stay under water to boost around the island.

Navigating the rooves was kind of janky with the constant up down of the camera because of the corrugated roof, it almost caught me off guard several times needing to do a cheeky coyote timed jump.

When trying to make a fiery oil train to get the cage on the opposite side of the island from the spawn it teleports me to the left and ruins my fiery oil trail.


It was good that I didn't have to do everything in order to get the $100 to pay the duck at the start.

Other than that I guess the final end state is gathering all cash to be had on the island?

Overall fun and cute little 3D platformer with some jank obviously because of the extreme time limit of the jam, would love to see where this goes in the future!

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Funny approach to dealing with the car smashing so much it implodes, and the sound effects on the goons when being beaten are quite comical.

Fun little game, definitely agree with needing a bit more variety in the game loop to keep the user engaged beyond the 5 minute mark.

It has the controls and mechanics to setup some seriously interesting gameplay but stopped early on that (I assume to make sure there was time to polish the slick visuals).

Definitely wins in the aura farming slick though!

Thankyou for the upfront disclaimer about refresh rates on the monitor causing physics issues haha.

I saw pretty quickly what those physics bugs were ahahaha "It's a feature" not a bug!

Pretty fun controls, nice cartoony look/feel/sound so it tied well together.

Really nice that the team managed to add the coffee spilling on dropping with too much force.

Also $15 for a coffee? I didn't realize this was a real life simulator.

Grabbing the cart from the front/side was funny with the arm positioning .

I think the cart went through the map when I respawned while holding it (again i'm on a 240hz monitor so this probably didn't help given the known physics bugs).

It was dam hard to resist the urge to press the big red button.

Surprisingly it didn't send the building into lockdown.

I found it really satisfying bugging out the cart behind a wall while I had it held and then waiting for a guard to cross my path and launching it into them (Another Bug? Or another Feature?).

Jumping off edges with the cart attached was hilarious, it would go into a spinning fit above you.


Super fun game, obviously physics jank but that's part of the charm, super hard to account for all these edge cases in a 9 day jam.

For some reason the "I wish I wasn't Colorblind" comment spoke to me, particularly in a museum of all places haha.

Keep this up, I could definitely see this becoming a really fun friend slop game!

Intense and well done cinematic intro video, death video, and finishing video with great voice acting.

I noticed you can skip over the intro video but it would be nice to be able to skip over all videos (incase you end up watching them multiple times).

The audio is definitely engaging and well synchronized.

it is a bit hard to understand the objective of the game from the initial get go.

I would love for Keyboard+Mouse input information not just controller input information, once you go to controller though it's much easier.

Having some tooltips for each of the abilities to understand what they do would be great too!

A quick tutorial where you just go on a murdering spree without too much punishment would be awesome to get people into the thick of it and ready to play the proper mode.

There is a HP -9999999999 value for the heat when dying.

Mostly small issues I noticed otherwise the meat and bones of the game are solid and banger cinematics/voice acting, super surprised the team pulled this off within 9 days.

If we actually pull it off it will be rickdiculous!

Gotta chase that feeling!

If you enjoyed chasing that feeling then make sure to add the game to your collection so you can receive the future updates we have planned!

Super fun game, super frustrating when you run into penny several times (especially when you're sick, not slick :O).

 Other than the obvious issue where the spray is off from the cursor and also sometimes accidentally hitting the rotate buttons when trying to hit dirt patches in the top/bottom corners it was a dam solid game.

Surprised you pieced it all together so well and so fast!

Good use of personal voice with a bit of scratch for a walkie-talkie sound effect.

Cool premise behind the game.

It would be nice to have the trajectory's end point to be lined up with the mouse cursor (this could lead into making a sniper level a lot easier too).

I was honestly really hoping I'd get to shoot people with a banana sniper rifle haha!

The banana keeps bouncing after the finish menu loads in, and is on top of the finish menu for missions.

Thankyou for giving me a new game to play haha!

Mrs. Chonk & baby Rattus love you, mostly for that sweet cheddah though (even though clearly you gambled it all away like a true scumlord hahaha!)

If you enjoyed the game definitely add it to your collection so you can receive future updates, we have a lot in the works for the future!

We're glad you definitely noticed he was a scummy deadbeat father haha. The original idea cooked from one of our devs saying we had to make a game about a deadbeat father needing to pay child support from there everyone was on board to make it a reality.

Spookto and DNBaldwin definitely cooked with the visuals and audio!

We had the tutorial etched in to be done on the levels of the toilet/washbasin/toilet roll handle/floor but didn't get enough time after finally getting slope skating/grinding rails in sadly but this is planned for next release when uploads unlock again.

We wanted to have the win rates high for the jam but definitely agree that the values should be tuned down for release!

The swag not showing correctly was a bug because we originally didn't plan to have it in on jam close but one of the devs had 40 min to try to get it in and did 'good enough' to help get the idea across haha.

Thankyou for all the suggestions, most of these we have etched down and have planned to roll in but we will definitely add the extras we don't have! The initial pass was going to have several outfits, each day another illegitimate child would show up increasing the amount of child support you had to pay, you would eventually have to earn enough cheddar to pay a lawyer to sue baby mama so you could win the game. There are a lot more outrageous things we have on our whiteboard and we will start dropping the plans after the jam has finalized.

If you enjoyed the game and want to keep up with the updates then definitely make sure to add it to your collection!

Slick Rick has a tendency to do that!

If you enjoyed fake gambling then definitely add the game to your collection for future updates (We plan to add other fun side games!).

Thankyou, the team love hearing the feedback!

If you enjoyed the game don't forget to add it to your collection for future updates!

He's the slickest of bastards, but that's what we love about him!

He may be a scumbag, but at least he's slick about it!

If you enjoyed the game then make sure to add it to your collection for future updates!

Thankyou for giving the game a go! Our team definitely appreciate the compliments and the fact that you took the time to provide some feedback!

We have some plans in the works to make it easier to perform tricks by introducing a "Bullet Time" mechanic when performing tricks so you have enough time to react to the inputs and we will be adding animations to the board for each of the tricks to be more representative of the actual real life trick.

We have tuned down Cool Canary so it isn't so painful (he is proximity based so if you are unfortunate enough to have your camera on top of him you will unfortunately be punished haha).

That was more the intention to the slot machine, I've seen a lot of people winning too much so it is kind of hard to tell if we should bump the chances up or down haha.

Thankyou, we had to re-write the movement logic 4 times and only just got what we had working about 8 hours before jam end for slopes and 3 hours before jam end for grinds.

If you really liked the game and want to see where it goes in the future then make sure to add it to your collection!

ahh I will give the desktop version a go as well then!

I've always wanted to see a computer virus in action, I knew it would be cool, but didn't expect it to be this cool!

The visuals are spot on, the audio is well balanced and matches well for the game. The variety of controls and how easily accessible/logical they are is well thought out, collisions are clean (no jank there).

The sliding from holding shift would've been a little nicer to catch up with the camera direction a bit faster when holding the shift but you can get around this by letting go and pressing again.

Some sort of visuals for the ranged attack (like projectile rings) would make it a bit more consistent for the brain to keep up with where we're aiming.

The camera is a bit wild to control when performing turns/strafing and going into zoomed mode, it feels like the offset/latency you put on the camera for turns ends up waving around if you do a lot of quick zigzags and the final snap to center for the camera is a bit violent/fast, I think if this was tightened up then this would be a little easier to play/control.


Overall aced the game, just the few small issues in comparison to the mountain of well executed features.

It surprises us how many avid gamblers there are in this community, but we were kind of 'betting' on that heh.

You only lost it all because you stopped before you won!

We are looking at adding the tutorial skatepark and a "Bullet Time" functionality for the tricks to help people ace their tricks in the future.

Thankyou for the suggestion of adding a description for the shop items we will add that to the list!

If you really enjoyed the game then make sure to add it to your collection for future updates!

Slick Rick thanks you and may visit you shortly for tips on how to be an even bigger Rate FIEND

If you loved the game make sure to add it to your collection for future updates!

Not enough time to goon, unless we're in the Goon Trainer of course!

Thankyou for the review, it means a lot to us.

If you really enjoyed it then make sure to add it to your collection for future updates!

Thankyou for the review Chimp Peen.

You are correct, but we are always open to the criticism even if we have heard it before, gives us a good taste of what needs to be prioritised!

If you enjoyed the game then make sure to add it to your collection for future updates!

Thankyou for the feedback. We definitely rushed the scenes to get it ready and we were just like "Well he has his own toilet cubicle for now I guess." but yes it does ruin the immersion.

You can thank dnbaldwin, he did an amazing job slapping that music together. You can thank Spookto for the amazing visuals. The cinematics was a lovely touch of everyone in the team trying to figure out the right angles etc.

It is good that you noticed that so it isn't just us feeling that it was difficult, 2 solutions we are looking at bringing in are the tutorial skatepark in the toilet cubicle and a "bullet time" mechanic that allows you to see what is happening and give you time to react to perform the actions needed to complete the trick (as well as look slick at the same time).

Regarding cosmetics we sadly found that out too late to fix but there is a fix in the latest live build which should come once voting has finished.

I'm sure Dan would be happy to hear you liked his layout of the skatepark, he labored over that for a few hours.

If you really enjoyed the game and want to see where it goes then make sure to add it to your collection as we have been preparing to push the game further!

This is amazing feedback Bad Piggy we really appreciate it, we had a discussion last night regarding the future of Sewer Slicks and have taken some of these notes down to improve it! 

We agree with the need for tuning and definitely should've tried to tune it a lot earlier in the process but now we have time to master it! There have been thoughts about including a "bullet time" mechanic as you start the trick that allows you to properly follow up/complete the trick so you have more time to react to it. Thankyou for the feedback on the bars too, they were definitely a rush job to get it across the line and we would like to add a more granular slider approach alongside a change up of the UI to make different types of tricks distinguishable from one another.

This is a great point and several people have mentioned now that it feels very sudden, so the artist and composer have already started proposing solutions on really "dressing up" the timer to make it more obvious (and even more playful haha).

We felt that too regarding the child support it was supposed to be something that feels like it is constantly lingering over you forcing you to really decide if you were going to try to min/max your performance in the arena or if you were going to bet it all on slots in the hopes of pulling through so this is definitely a delicate line we need to skirt and balance.

Thanks again for the review Bad Piggy, if you really liked it then make sure to put it in your collection and watch out for future updates!

Obvious jank as to be expected for a seriously ambitious project but dam they did a good job making the system feel stylish and unique. Already chatted with the devs and they already seem to be aware of the jank I've noticed. I'm really keen to see where this game goes in the future.

Simple but catchy game loop, super stressful, I can see why they called it "Penguin Panic" now. I stacked up on cubes not realizing the health bonus seemed super rare and might have come in handy. Super hard to aim but if it was easy it wouldn't be leaning into the slickness/panic of the game now would it?

Rue❄️Brie already knows how I feel about how rage inducing this game is because it punishes you consistently but by god does it feel nice when you finally get it right. It was nice to hear from the dev about the issues they came across and how they solved them, they have a solid understanding of programming so I didn't have much to complain about there, mainly just wish I could store my nuts so I didn't lose them... every... freakin'... time.

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So f*ckin' stressful, but in a good way.

I haven't been so frightened of pixels in a long time, especially not as much as I was when playing this game.

Ever wondered what it was like to have a whole defense line charge you in American Football? Well here you go, except this time they have claws and 6-8 times the body weight.

I like that the bears dance on your corpse when you die.

The matches on the third screen soft-locked me on the 4th screen, cool that they carry over but oh lord do they punish you.

A way to skip the intro video having to fully play every time would be good.

I got soft locked at the batteries by accidentally jarring them in the under-hang just above the fish tank level.

I also noticed there is some glitching between the fish tank level and the level to the right? I imagine this was supposed to be a cutscene?

I tried to be efficient with my button use but got too frustrated and started ham fisting the shit out of the game, my poor keyboard will never be the same. The devs on this did a great job to make something unique and made good use of the tools at their disposal, definitely something I hadn't tried before.

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TLDR:
Once you find out this game isn't hentai it is actually a really well done game by this team. 10/10 would get Starchild's number again.


Super funny that you start as a highly balding fat guy, reminds me a lot of Aqua Teen Hunger Force's Carl, always slick babyyyy.

Good use of audio ducking on the nightclub music!

That Game Over screen, I hit it instantly, and it did not disappoint.

A little sad I couldn't use the sink and toilet, but super funny that the sounds were added for the person in the toilet.

I want to know what the blonde's "beath" is :P.

It is a nice touch that I don't have to completely restart when hitting game over.

Some spelling mistakes but otherwise pretty solid.

After playing a bit I realized it would be nice to have some sort of indicator to press the interact button to continue after obtaining an item.

Being able to quick finish dialogs when I've done them before would be good.

God, that final event when you finally go to get starchild's number was good.

The outro was bangin' too.

Once you find out this game isn't hentai it is actually a really well done game by this team. 10/10 would get Starchild's number again.

Glad to hear you had a blast, we look forward to building out the world and adding more cool features. We definitely wanted to balance the baby mama payment and at the start of each day it does go up a bit more but we were silly and left that balancing to the last 2 hours of the jam ahahaha.

Some of the text scrolled too fast for my feeble brain to keep up with, a longer timer with some sort of "skip" option to skip that line of dialogue may be good. Super difficult, had to re-think how I use my cats, it would be nice if I could re-use sleeping cats. Some of the platforms had you sinking into them and the controls were really wild to control with how much 'slippiness' there was. Well made game otherwise, you just have to be a masochist to really enjoy it haha.

The controls were a little hard to master, the wall runs were a little difficult to initiate. I fell through the floor on the first level several times, after reading your comment it is unfortunate you didn't have the volume setup for resetting the player. I can see promise in the game but as a "parkour" like game it definitely needs tighter controls and maybe an option to toggle the assistance the game gives (for the more garbage players), some time spent tightening those up and refining the look of the game and I feel we could have a speed running mirrors edge on our hands here. Great Work 

Slots are always good fun, was confusing at first with no real tutorial but it becomes intuitive after the first 3 to 4 rounds. I maxed min/max rolls and then maxed my wallet because banking on those jackpots is easiest. Only thing I could've asked for is some explanations around why I succeeded or failed drills.