Glide by egawag

Guide your ribbon across the parchment and loop around symbols to score points!

Every loop you complete adds a second to your timer.

Try to make your way into the top 10 on our global leaderboard!
Work with your ribbon not against it!
Our Team:
Gage "EGA" Johnson (egawag) - Programmer
Noah "NOA" Matheu (Nobongo) - Artist
Zach "ZEK" Northrop (ThePirateNun) - Composer and Sound Designer
Have Fun!
| Youtube | https://gamejolt.com/games/Glide/542984 |
| Youtube | https://gamejolt.com/games/Glide/542984 |
| Original URL | https://ldjam.com/events/ludum-dare/47/glide |
Ratings
| Overall | 70th | 4.183⭐ | 32🧑⚖️ |
| Fun | 132th | 4⭐ | 32🧑⚖️ |
| Innovation | 45th | 4.233⭐ | 32🧑⚖️ |
| Theme | 215th | 4.133⭐ | 32🧑⚖️ |
| Graphics | 292th | 4.117⭐ | 32🧑⚖️ |
| Audio | 161th | 3.95⭐ | 32🧑⚖️ |
| Mood | 147th | 4.05⭐ | 32🧑⚖️ |
| Given | 36🗳️ | 37🗨️ |
Let's start with the idea: It's great. Don't change it. I think the core concept could easily be polished into a full release of some sort. It's also a really creative use of the theme, so props for that!
Now, some constructive criticism. The gameplay is fine, but it could be better.
Firstly, it's much too hard. For a simple game like this, I would guess that the average player will, at most, play it three times. After playing it three times, the highest combo I could reach was around 5. Most of the time, I didn't have a combo at all. There were many times where I scored points within half a second of the combo expiring. Maybe the combo time should be longer, or maybe the ribbon should be longer. At the moment though, it's too frustrating having the combo be at less than double for 2/3 of the game.
Second, the timer is probably not an ideal choice for deciding when to end the game. It works, but it feels arbitrary and unfun. It also would be fun to have control over keeping the timer going, but at the moment the game will still end no matter how skilled you are. The game would be much more interesting if, say, the ribbon gets shorter over time, or some of the symbols are bombs that kill you if you loop around them.
The gifs really intrigued me because they look good. However, there are some little details that I feel you could improve without a lot of effort. The UI feels blurry or something, and probably shouldn't be such a harsh shade of black because it clashes with the background; the ribbon needs some hefty anti-aliasing, looks jagged when it makes a sharp turn, tapers off too quickly right at the end, and probably shouldn't just be a solid color if it's combined with other textures; and the background is a bit blurry. But don't let my nitpicks fool you; I still think that it, overall, looks pretty good!
The audio sounds good, but I think it could mesh better with the art style. The sound effects feel too abstract when compared to the more realistic textures, and should probably reflect the appearance of the game a bit more. For example, the symbols explode with a paint splatter effect. Why not try using a sound effect that sounds more fluid or squishy? Maybe your team could nail down the overall aesthetic of the game with greater clarity (either at the start or somewhere down the road), and then have everyone review the art and sounds as they are made to make sure they fit that aesthetic.
Overall, I would say this is a pretty good game that, with more time than a weekend would allow, could become a very good game. And for that, I give it 4/5 stars.
PS: I'm Florida
btw @notpresident35 AAA game reviews are not this much detailed these days
Add a few variations to the gameplay and go to Voodoo to publish it :wink:
(not-serious but serious at the same time :smirk:)
I had a score of around 2.4k. It would be sick if the higher the combo the more time you got, and it would be nice if there was a local leaderboard.