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A member registered Jun 10, 2020 · View creator page →

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adore the spritework in this, but the platforming is really hard to read so it just kinda evolves into trial and error for when to jump

it got really slick after i found the slick button

very fun and pretty game!

i upgraded slickness too much and now i just die instantly for being too slick. and honestly that speed is very slick

i didnt realise i could move during the quiz part and thought i was clever when i saw the shadow of the item behind lol

apparently if you just ignore the people talking they let you roam forever. but they also block your line of sight. forever. im not sure what lesson i learned from this.

overall fun gameplay and excellent music + visuals

amazing spin on a snake-like snick-type blick-like game. run tongue

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this game is too much so ill just list keywords from my thoughts while playing

slick flicks, super intuitive, banger soundtrack, slick tricks, highly polished, very fun, surprising depth, slick gimmicks, natural feeling slowmo sections, original gameplay, slick ticks all the boxes, fish sticks, goty

10/10

ive been pondering for years thinking about what this game would've been like if isSlick=false

probably not as good

played this with a friend for like 2 hours, would recommend

GOON-goon-H4sIABdbimkA/5XMsQkAIAwF0RvDMouIEZzKygHjDo6SkCa1Bw9+9QVoAfb6c0ZQeHrNel5kMmtXDkcHIldoAAAA

theft is good

also got stuck near the magical hole but otherwise very nice

i think i need more dollas

crazy concept

really polished movement, felt super nice to play

really amazing, love the soundtrack and aesthetic!! my only gripe is the timing based spinning obstacles that are really hard to time bc the game is so focused on speed

game is cool as hell, but im really just impressed with the ui! you guys did a phenomenal job

i really like the visuals! and my left ear enjoyed the ice sfx

mmmm oil

the essence of this game can only be captured once you ram into a building with a 7 horse formation

thank you so much <3

thanks for confirming that it works, and thanks for playing! yeah managing our music player is pretty finicky so i can see that happening haha

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ohh that's interesting. this might be related to the issue the other mac user was having..  since you're on windows that might be solveable for us. would you mind sharing your computers specs?

hi, thanks for playing! the game is pretty short, so we chose not to spend time on saving in order to finish within the game jam's deadline. you should be able to finish the tutorial again pretty quickly and play the rest of the game :)

ah i'm sorry for that. i added the mac version today by request and it worked for the person who requested it. we don't have macs so we can't test it or fix the issue i'm afraid D:

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To me there's no real difference between how I approach soundtracks and other types of music. For this jam I just played around with silly compositions and sounds until I hit stuff I liked, really.. I've been putting a lot more effort into making music this past year and it helped me improve a lot. I will say though, I usually have a very hard time being inspired to create music. Essentially just coming up with stuff to create, and sticking with a project, is very challenging for me. Game jams like these usually give me that inspiration, since the game we're making provides context to the music. 

Something that I felt always held me back was my limited set of samples to pick from. All of the percussion and some sfx in this soundtrack was pretty quickly laid out with samples from my sample library. I use FL Studio and they recently got a subscription system for samples (such as other similar services like Splice), and getting access to that allowed me to way more easily look for sounds to use in my tracks. Just having access to a huge library of high quality sounds helped me achieve a good foundation for the music, and it really boosted my creativity too I think. That said, my previous OST was made almost entirely using free instruments from spitfire, where I heavily focused on composition. So it just depends on the scenario I think. But even then, just high quality sounds and instruments in general helps a lot for how the song turns out.

Although I think for the most part I focused on the composition itself for these tracks too. I usually just pick or create some instrument and play around on my midi keyboard to find something interesting. Some of these tracks I didn't even have any plan going in - not even where in the game they'll be used lol. I just had fun! Others spawned from an initial idea, such as the beginning of Gogogo!. 

I think composing interesting melodies and arrangements just comes from experience. A lot of the time when I put stuff down, it's either just intuition or landing on an instrument/melody/sound that I either think sounds good, or I just find funny. Most of the time you gotta just trust the process and play along. Make a lot of stuff and use other songs as references! I'm sure you'll get to a point you're happy with soon enough :) Good luck making music!! 

Wow, thank you so much! 

Actually, we were super stressed out since we barely had any actual gameplay before the final day since we spent so much time on literally everything else before that part lol (including the intro + tutorial section). So unfortunately we only had one day to finalise gameplay. But that last day melon worked probably 20 hours straight on the game, and I did 15 hours following my already 6 hours at my job haha. Melon worked pretty much non-stop all day this final week. There was quite a bit of reuse from other projects such as the spherical movement which we had experimented with before (and assets that we didn't have time to make ourselves). 

The dipshits are indeed horrible to catch with lower fps lol. We added a graphics slider which helped for my laptop, but we didn't know about the memory issue, so that's a shame. 

And thanks for liking the music!! I was so happy with it myself that I released the soundtrack already. There are links in the game's description, and it's coming to Spotify and Apple Music soon! 

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After watching some people playing the game after submission it indeed seems incredibly hard to learn. Curse of the game dev's knowledge about their own game I guess! As for the mechanics, the arrow keys point your character in the direction you input (with a controller, it's with the analog stick) in the game world. Spacebar increases momentum quite a lot if timed correctly while exiting the droplets. The X button is probably the most confusing, but it essentially converts any speed into lateral movement, and (unfortunately!) is almost essential to progress. It's really a shame we didn't have time to play-test or include some tutorials in-game.

It's really unfortunate you didn't get to experience more than the first layer. We have included a little playthrough video on the game's page if you want to at least partially experience the rest of it. There are also some hints on the page if you care to try playing it again.

Thanks a lot for the very positive review and for playing our game! We really appreciate it.

Apparently the game file in the Windows build is broken, but I found you can copy the .pck file from the Linux build and it works!

I like where this game was going but at it's current state it is not very enjoyable. The art-style is really nice, I liked it!

Unfortunately I soft-locked myself between two wind nodes and was unable to progress, haha. Would've liked to see if there was an ending.


Love this game! It's really charming with a very unique use of the theme and gameplay mechanics. That ending scene was amazing, and I love the music. Well done!

This is fun! I really like your interpretation of the rain theme. Love that you actually implemented leaderboards for this, that's a great touch!

Moving around is pretty difficult as you can't jump over a single spike without gaining height. It's pretty challenging to keep a consistent playstyle since the spikes spawn randomly. But I really liked finding strategies for placing the barrels.

amazing!

pressing the E button constantly is no joke the most fun i've had this entire game jam

I really like what you've got going here, it really does feel like a Zelda-like. That quote by your girlfriend made me laugh lol

Excellent. The puzzles were fun and very creative! 

It would be nice if there was music playing for every stage. Also personally would have liked a bit higher movement speed and more fluid motion, but it's perfectly fine for a puzzle game like this. Otherwise the game is pretty much perfect in my eyes. Really fantastic work!

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the thunder kept going off right next to me and it was SO LOUD lol

The game looks very nice and I'm impressed by the amount of content you managed to put in it. The soundtrack is very strange, but I really liked it! It has a really good eerie feel.

 I managed to reach the part that reset the game and couldn't find any way to progress from there. It's unfortunate because I really wanted to experience the full game!

Movement is way too slow for this being a platformer though - I must have played this game for over half an hour without progressing very much. Some jumps were really confusing as they were barely reachable and therefore I thought there had to be other ways to progress. The game reminds me a bit of Yume Nikki, which also has slow movement, but for the platforming parts (especially the ones without the wind mechanic) I would've liked some faster movement in general (and my pinky did not appreciate the run button... existing, haha).

The time based wind mechanic is also a bit frustrating. I like the way it's used for the platforming, but I think just having it be constant wind and just holding a button to ride it would be more satisfying. 

The voice acted monologue was a fun part of the game and should have been utilised more. It could really help with progressing in the game if voice lines were used when you made progress with something.

The way you combine the wind and rain clouds as a game mechanic was very clever! The gameplay loop felt pretty unique in that sense. I would've really enjoyed a difficulty curve as you progressed, such as increasing the wind speed gradually. But it was fun!

Beautifully presented game! The artstyle is so nice and feels really unique. I adore that how the level are laid out.  Very cute intro cutscene and UI for the menus. 

I failed to read the entire description before playing so I didn't know it was an endless runner. I think the gameplay would be clearer if there was an indicator for how far you've travelled (that'd be pretty challenging to implement without numbers!).

 The wind power was nicely implemented for what it is, but I think it would be enough to just let you use it without restriction since the game already drops your health if you're going too fast. That way it could also be a time-trial kinda thing! 

Other than that, the only thing it needs for me is more sound effects and some music. Really well done!

Thanks for the feedback! Really happy to hear that you finished the game and liked the ending, that's definitely the highlight of the game for me as well. The SFX were actually supposed to follow the chords of every music track, but I only had time to add that to the first layer. But at least it works really well there!

mayyyybe the arrow was a little too big hahaha.  I think 3D sound effects for this bundled with a more subtle visual hint (such as light rays?) would be a better fit if we had more time.

I'm really glad you managed to come back and experience the game in it's entirity!

We're very proud of the ending! The final descent was something we realised we needed far too late, so being able to actually implement that in time was a big feat for us. We're both so happy with how it turned out too, it's so cinematic and triumphant. We keep humming that melody over and over haha.

And I totally agree, displaying hints would be awesome if you're stuck for a while. Some actual explanation in game of the controls is also definitely something we need, such as a little tutorial sequence in the first layer.

Thanks so much for your heartfelt comments and feedback! It means a lot to us.