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The Sick Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1 | 3.667 | 3.667 |
Aesthetics | #2 | 3.667 | 3.667 |
Theme | #2 | 4.000 | 4.000 |
Overall | #2 | 3.667 | 3.667 |
Creativity | #5 | 3.333 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the "Don't Stop" theme?
The player needs to get to the end of the course before the song ends, so they don't want to stop moving in the right direction.
Which game assets, if any, did your team borrow from external sources?
none
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Comments
I like this game because it follows the minimalist paradigm pretty tightly. I like the music and overall visual style. Here are some things I would change if I were to continue to work on this game.
I agree with all the suggestions here, but especially concerning bloom and coyote time.
The bloom looked cool at first, but it ended up causing some unnecessary eye strain after a couple restarts.
I was thinking about coyote time as well. As designers, coyote time would make it easier to sync the levels with the music, since you would know exactly where the player will be at any given time. Though, this would probably require making a beatmap, which I know is hard (I'm having to do it for my current co-op, bleh).
I'm a fan of geometry dash, so I like this game! It's not as hard as Emara made it look during the demo ;)
Though I will say I got to the final platform several times before understanding that the blue cube was the win condition, which was a little frustrating. As mentioned during the meeting, I think that some of the timing windows were a bit tight, especially with the jump. I recommend changing the jump from a parabolic arc to a sharper Up-Down motion, if that makes any sense, so you're less likely to get caught on the lip of the pink blocks.
And of course, the music is great.