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A jam submission

The Sick GameView game page

Submitted by Oliver Deinzer, mel eager, kenthedev (@k3ndalm) — 14 minutes, 53 seconds before the deadline
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The Sick Game's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#13.6673.667
Aesthetics#23.6673.667
Theme#24.0004.000
Overall#23.6673.667
Creativity#53.3333.333

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

Submitted(+1)

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.

  • Tone down the bloom, I think it will make the game look better and be easier to read.
  • Make the controls a little more clear? There were a few times when I would get confused and press the wrong key.
  • Add "coyote time", if thats what you would even call it here. If you press the correct key within a certain amount of time to when you are supposed to press it, it will snap you into place in the center so that you aren't as close to the wall.
  • Make the colors a little easier to read. having black on black on dark grey and then a bunch of bright flashing colors makes my eyes hurt and its difficult to make out where the walls are.
  • Add in something that truly separates it from being just a dancing line clone or a geometry dash clone, make it a really simple mechanic but it gives it enough extra depth to truly be called its own game. maybe you can interact with certain objects in the environment,  or have control / influence over something level wise.
HostSubmitted(+1)

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).

HostSubmitted(+1)

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.