As with any good racing game, I made sure to see how fast you could really go and how big of a jump you could get. Both are satisfactory, so it's a thumbs up in my book!
topoftheyear
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What a great way to implement "slick" as a theme fundamentally into a platformer, there is simply no getting around the slickness in the game. It's both your primary tool and primary hinderance. Everything revolves around it and it's really tightly designed, even when everything comes together at the end for an utter gauntlet of a level. Very cool, awesome concept!
Fun platformer! The art is excellent too, and I really want to accentuate how wonderfully done the background elements are. It's so easy, at least for me, to make backgrounds sprites too visible. It makes the style noisy and affects the gameplay even, but there's no problem like that here at all. It comes together nicely.
This is a good concept executed well! I wasn't stalled at puzzles too long when I was, the mechanics were quick enough to pick up, nothing felt impossible to overcome out of lack of platforming ability, nothing like that. Most of my issues stemmed from being a wasd guy learning zxc. Shoutout to Pygame as well.
Cool gameplay, the quick weapon swapping reminds me of Hotline Miami I think. It really encourages you to keep moving, kill more enemies, and the inventory system actually letting you store some for awhile allows for some more tactical play, though the guns do run out of ammo quickly. Keeping health restoration in that same system creates some neat tradeoffs between dealing damage and safety, too.
Cool game! I've always enjoyed riding the corners as close as possible in racing games and it feels very good to do it here with so little control over the car. Around 7k, I got so close to hitting one of the walls it should have been over, but it wasn't and it felt great. It was over on the next wall after that, though.
I wasn't expecting to see a deckbuilder in this jam! I like the ability to correct the randomness of what you're dealt by selecting what you want from your hand but balanced by a limited selection time. I feel that deckbuilders are often too reliant on that randomness but you guys slickly skirted around that pitfall.
Don't worry about it too much, I get it. I did Bigmode 23 and it was way less complete than I'd like. But I prefer focusing on what was done well so we know our strengths and can play to them better in the future.
This is also the part where I say I'm a Thousand Year Door guy so I can sniff out the writing style.
Alas, time constraints come for us all.
Structurally, you have some neat things set up, and it's easy to imagine where more content would take you and what more would be available to do. Personality is probably the second most important thing in a platformer nowadays and I think you have that down; I'm actually reminded of Super Paper Mario in that sense.
Thanks for giving it a whirl! And thanks for sharing your goon too!
The combat system is functionally random unfortunately. If they aren't too far away or too close, they have to pick between moving forward, moving backward, doing nothing, or attacking, and sometimes that means they just don't attack. The best current remedy is leveling Reflex so they can make that roll more frequently. Sadly, I had very little time at the end for anything so I couldn't get the better logic in I wanted but that's how jams go.



