Goscurry is a hard game, developed by Daniele Giardini with beats by Isak Martinsson, where you must relax and follow the rhythm (except for speedfreak modes, where things go crazy). Try to go as far as you can by piloting a ship on an infinite road, suspended over a stylized and eerie landscape, while taking sharp corners, evading hazards, and avoiding panic attacks.
Daniele Giardini (Holoville) - concept design coding
Isak Martinsson (Killmonday) - beats
Davide Barbieri, Domenico Barbieri, Armando Teora (Ghostshark) - mobile port
Official website
Goscurry on Steam Greenlight
Goscurry on GPI (ITA)
After many months of work, and an initial alpha (and then beta) release, Goscurry is finally complete for Win/Mac/Linux in all its forms (game, soundtrack, game + soundtrack) via the Humble Store widget (and soon also on Desura, ShinyLoot, GamersGate, and possibly - maybe - Steam).
It's been a crazy ride, as any game development is, and it now comes with 5 game modes, achievements, 6 unlockable ships, cities, tons of avatars, and a lot of sweat.
The next step will be the completion of the Android/iOS/Ouya versions, and possibly adding a couple more modes in the future.
You can buy it on the official website, and if you like it, it needs votes on Greenlight.
Official release trailer:
Get paranoid with the new Goscurry's mode introduced in the last update.
Latest Goscurry update introduces the city change feature! Every 300 distance units you travel, the city below you will run away and a new one will appear...
After a long - looong - time spent working on optimizations, fixes, new features, and stuff like that, Goscurry is finally out in pre-release!
Who doesn't like a wallpaper every now and then? Maybe you'll like some Goscurry ones then.
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i honestly don't sense any correlation between the rhythm of the songs and the timing of objects appearing on screen. despite that, though, this game really is fun =)
how is the "rhythm" bit supposed to work?
I'm very glad you like it :) The rhythm is more a hint for jumping/evading than for the appearance of objects, though I still plan to implement the PUKE mode in the future, which will do crazy things with the rhythm and the environment. I prototyped it a while ago (here's an alpha video: Youtu.be), but left it out to make it more crazy.
that actually looks a lot less "puke-y" than i thought it would. it'd be really cool to see a separate mode for that, though.
I can vouch that appearances are misleading if it doesn't look that puke-y. I had serious issues after recording that video: didn't manage to play more than a few minutes, and my balance was pretty compromised for a while after that :D Anyway, also considering your feedback, I'll plan more effects if I add it to the final game (after I finish the mobile version).
cool!
also, maybe you should reverse the difficulty ratings of the different modes :P
paranoid: getting a high score is the easiest because it doesn't have turn-based speed freaks, the ridiculous combos from which make getting a high score on any given run more about getting lucky and running into lots of them than anything else, and has the pink obstacles to help with combos consistently everywhere else without any added effort.
pro: things are more difficult because it doesn't have the two things mentioned above and because it takes longer for lots of turns and obstacles to appear, meaning a long stretch at the beginning where one can crash without any real score increase
hard: this one is even more difficul than pro because the camera is disorienting and provides a much more restricted view of the track, meaning that situations can arise that are almost impossibl to dodge, like a full 180 followed immediately by a divider which is hidden by the camera until the very last second. there is also an even longer stretch at the beginning with very little going on.
Thanks for the feedback shmibs!
Paranoid: difficulty ratings aren't based on how easy it is to achieve scores in each mode, since I kept each leaderboard separate, but on how difficult it is to survive for long. While you're the second person considering Paranoid not that difficult, compared to Pro, most other players find it to be the hardest mode.
Hard: in theory I completely agree with you here, and have much bigger troubles playing Hard than Pro. But it seems that's just because we're good at using a fixed camera. Again, most people instead find the fixed Pro camera to be the hardest.
Still, the 180 followed immediately by a hidden divider was a thing of the past, and I thought I fixed the camera (and the path) to avoid that. Since you mention it, I'll consider it a bug and add it to my TODO list.
I hope this comes for mobile soon at 2014 :)
It is definitely coming soon :) There's still stuff to do and hardware to test, but I can already play it on my phone
Awesome game~
Great game! Just did my first gameplay video of it over on my channel here: Youtube.com