Slide or Die by Zeriver

FPS mixed with bullet hell and Curling / Golf like movement. Try to survive as long as possible, suggested strategy is to try to slide around as fast as you can to avoid bullets and use ramps to get yourself launched in the air to charge Slow Motion ability.
Controls
Mouse - look around / moving on hold and drag
Left Mouse Button - Shoot
Right Mouse Button - Slow Motion
TAB - switching between FPS and Top Overview
R - reset
Esc - quit game
https://www.youtube.com/watch?v=S24hfpwTDIU
Ratings
| Overall | 481th | 3.542⭐ | 26🧑⚖️ |
| Fun | 425th | 3.458⭐ | 26🧑⚖️ |
| Innovation | 49th | 4.167⭐ | 26🧑⚖️ |
| Theme | 98th | 4.25⭐ | 26🧑⚖️ |
| Graphics | 463th | 3.652⭐ | 25🧑⚖️ |
| Mood | 223th | 3.727⭐ | 24🧑⚖️ |
| Given | 24🗳️ | 33🗨️ |
https://ldjam.com/events/ludum-dare/41/hype-time
Love the game, so here's some of my thoughts on improving it: Maybe both views could have the other view overlayed or blended in at all times, that might make the jump between them less disorienting.
Maybe show the player view direction in the overhead view so you have an idea of where you're going to be looking when you switch.
Really weird how the base of the movement vector sticks to the map rather than the view, would be good to have it move with the camera.
Arts great, concepts great, execution is great. Super ambitious project for the time frame yall nailed it
oh shit i didn't realize there was slow motion one sec
I think slow mo is important for a game this hard and it's a good idea, but I'd like to be able to jump in and out of it instantly, it's kind of annoying to get stuck in it for the duration, might be cooler to have a slow mo juice bar that you fill up by jumping.
great incentive for jumping btw
Other smart design choices were the slo-mo, and the way I couldn't shoot if I didn't participate in the core movement mechanic. These were huge at helping/forcing me to get past the natural friction of facing a really new and unusual mechanic. Well done.
You tackled a lot here and didn't shy away from the difficult parts, impressive!
The visuals are a little confusing, it is not quite easy to see which objects are obstacles at your current velocity when speeding up. The speed-up controls are a little tedious, they might have profited from a short slowdown after entering speed-up.
Quite neat.
The slow-motion ability was a lot of fun. It works well in this game and adds a lot to the overall feel.
There are some things I would like to be changed or explained better. I wish the enemies were another colour so it is easier to see them compared to the background. Maybe green if the background is red.
I was a bit confused when I regained the slow-motion ability, it said I need to "jump" to regain this ability, but I didn't fully understand how that works.
Pretty solid entry though, had fun! :smiley: