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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.

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Comments  (0 - 10 of 21)
shmibs Dec 30 2013, 2:46pm said:

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?

+1 vote     reply to
DanieleGiardini Jan 8 2014, 3:29am replied:

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.

+1 vote     reply to
shmibs Jan 11 2014, 6:44pm replied:

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.

+1 vote     reply to
DanieleGiardini Jan 11 2014, 7:16pm replied:

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).

+1 vote     reply to
shmibs Jan 12 2014, 12:40pm replied:


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.

+1 vote     reply to
DanieleGiardini Jan 13 2014, 7:12am replied:

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.

+2 votes     reply to
copaeci Dec 26 2013, 11:30pm said:

I hope this comes for mobile soon at 2014 :)

+1 vote     reply to
DanieleGiardini Jan 8 2014, 2:59am replied:

It is definitely coming soon :) There's still stuff to do and hardware to test, but I can already play it on my phone

+2 votes     reply to
Chizu Dec 17 2013, 10:10pm said:

Awesome game~

+2 votes     reply to
Johnyliltoe Dec 11 2013, 9:58pm said:

Great game! Just did my first gameplay video of it over on my channel here: Youtube.com

+2 votes     reply to
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@Ryot4 Really? Online play is platform-dependent? Awwwww :( Still, gonna add you, thanks! :) (as soon as my PS3 wire works again :P) Oct 30 2014, 11:38am
@johanvinet Aaaand that looks really really nice! :) Oct 30 2014, 11:37am
@johanvinet Simplicity with style won again. Sorry @ppolsinelli and @krur :D Oct 30 2014, 11:37am
@gaetanoleonardi OOOOOOOOOOOHHHHHHHHHHH I want to play frisbee with it (I mean, not use him as a frisbee, but as a frisbee mate) *_* Oct 30 2014, 6:03am
RT @gaetanoleonardi: Yesterday, we save an owl with the wound tail #owl #lipu T.co Oct 30 2014, 6:02am
RT @on_code: "In UI, even if it's mathematically correct and consistent, you sometimes have change the numbers to make it feels right" - Da… Oct 30 2014, 6:02am
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Having an inspirational mail exchange with @ben_burnes. Results coming soon :) Oct 29 2014, 5:42pm
RT @CNIAngel: I recently released a game called #HYPERDANCE Give it a look? :D #gamedev #IndieDevHour T.co T.coOct 29 2014, 5:41pm
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