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Ice Squash's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #95 | 3.633 | 3.633 |
| Theme | #127 | 3.767 | 3.767 |
| Originality | #256 | 3.433 | 3.433 |
| Presentation | #329 | 3.133 | 3.133 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
You play as a very slick iceman, whose icicles are slicked back, landing repeated slick shots. The game takes place in a slippery (or should I say slick) arena where enemies and players alike are susceptible to being put in slick combos.
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Comments
I’m a simple man: I see a challenging arena game, I like it.
I think the upgrades were pretty creative and trying out different builds was pretty fun.
I’d say it has really good difficulty progression until the final wave. It got so hectic that I had to stop charging my racket because there were too many bullets to dodge, and I wasn’t able to attack after being hit. It just took too long to charge it again, and before I could, another enemy would start shooting. This is especially problematic when you have to get close to deal any real damage. I did manage to finish the enemies using weak swings, although it wasn’t as satisfying as charging up and seeing them bounce off the walls with great velocity.
Thanks for playing! Since it was a jam, to explore the idea as much as possible I just tried to make the last wave as difficult as I could while still being beatable, not sure if it was a good choice but there was no obligation to win so I thought why not. Thanks for the feedback though, since it was kind of experimental.
Whacking the enemies around felt very satisfying but getting knocked around between a bunch of enemies and the wall felt pretty bad. Also and time I dashed I would just run into a wall so I started avoiding using it. It was very fun overall though.
Thanks for playing! Yeah, I think the dash just adds to your current velocity so it's only good at switching direction, a mistake on my part.
When I shot a double projectile and one caught the edge of an enemy, bounced them into the second projectile and then into the wall like he was a pinball for the kill with one Bluetooth swing? I felt slick as hell! Getting that one good swing that pings enemies off each other like sentient billiards is so satisfying. I love the cover art, great perspective and the demonic fire slipping just out of the way and having a laugh about it is too real. Great work!
Thanks for playing! Yeah, a friend of mine who doesn't do jams made the cover art for me (since I'm only decent at drawing assets). I did also find the fire guys kind of goofy as well lol.
Cool game! A fully charged whack felt very satisfying and I liked the upgrades as you progressed. Well done!
Thanks for playing!
Absolutely loved my time with this. So many clever riffs on bringing a racket swing into a combat focused roguelike. Awesome work.
Thanks for playing!
Enjoyed the music and the roguelike elements! The slickness made it tricky to maneuver around, which added to the challenge.
Thanks for playing!
holy slick! the feeling of slickness when u hit back a projectile, very nice. i did get pinned against a wall by a little guy and like insta die but that doesnt affect rating at all cuz its a jam game + skill issue on my part haha
Thanks for playing! Yeah, this game is heavily based on positioning and you don't always want to fully charge your racket, but to be honest enemies spawn in random places and they can sometimes be pretty unfair.
Also I did kinda forget to balance the little guys, after testing it again, if you don't swat them away they kill you quite fast lol
Very nice! Was not expecting the roguelike elements, really brought the game concept up and made things cooler!
Thanks for playing! I really love roguelikes and end up defaulting to them lol. If I wasn't working alone I would've loved to add something more interesting though.
You did this alone!?!?!? This is incredible!!!
I really enjoyed the music, especially on the title screen. The concept is fun, as is whacking the enemies with my racket. Nice work!
Thanks for playing! If you could guess, the title screen track is the one I didn’t make lol. I’m pretty bad at making music and spent a few hours making the track that plays during combat, but the sunk-cost fallacy wouldn’t let me move on so I didn’t end up scrapping it.
Hey, music is tough, especially when you have so many other tasks to focus on. You still did a great job with the time constraints!
Feels great once you get a few upgrades and can chain reaction a bunch of kills into each other. The classic pick 3 mechanic adds a good amount of variety between runs. Nice job!
Thanks for playing!
Hitting the little dudes with the racket was so satisfying as the effects were so polished and slick! Nice job!
Thanks for playing!
I had a great time playing your game! It reminded me a little bit of games like diep.io; taking a simple gameplay loop and adding an upgrade/progression path is a tried and true formula, and it works extremely well here! I also really like the ricochet mechanics and would be interested to see what you could do with arena design to capitalize on it. Great work!
Thanks for playing! I remember playing a bunch of diepio lol. I would've loved to add different arenas every few waves, but I didn't think I would be able to make it and balance it appropriately in the time I had. This game has a ton of interesting ways to build on it which I unfortunately don't think I'll take further (at least at the moment).
This is fun! I think we had pretty similar ideas. Well done!
Thanks for playing! I haven’t played your game yet, but from the screenshots it looks like an incremental? I was also initially thinking of going down a similar route but ended up changing my mind since I thought this was easier. It’s cool how similar ideas can end up completely different.
Solid game. The upgrade path was really fun. I really wish there was controller support! I kept getting messed up around wave 6 by the machine gun enemies.
Thanks for playing! I was thinking of adding controller support but I hadn’t tried doing so before (and didn’t really have much time at the end of the jam to learn how to do it well).
Solid game. The upgrade path was really fun. I really wish there was controller support! I kept getting messed up around wave 6 by the machine gun enemies.
Yeah this is one of the most fun game jam games I've played. Well done!
Thanks for playing!
Having the upgrades after each round really added depth to this, great work.
Thanks for playing!
Really fun game! I enjoyed the roguelite elements on such simple mechanics. It stayed interesting along with the changing enemy types. Cool stuff!
Thanks for playing!
This was a lot of fun! Loved comboing enemies in the corners, and I loved that I had to avoid getting comboed myself. Feedback for hitting enemies was very satisfying. Great stuff!
Thanks for playing!
This game is a lot of fun!
Upgrades after each round are an awesome feature (I'm a sucker for roguelikes I guess)
If I can wish for one thing it's moving faster
But all in all, it's one of those hidden gems and definitely deserves a lot more attention
Great job!
Thanks for playing! I went back to give it a try and yeah, the speed is pretty slow even with the dash, maybe something I'll work on later but idk.