Hello Guest  /  Join  /  Sign In  /  Get Desura
Platforms
Windows, Mac, Linux
Engine
Unity
Developer
DanieleGiardini
Official Page
Goscurry.com
Contact
Send Message
Genre
Arcade

Average Rating

9

Ratings closed

-

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.

  • Goscurry
  • Goscurry
  • Goscurry
  • Goscurry
  • Goscurry
  • Goscurry
  • Goscurry
Quick List Articles

We're sorry, but no articles were found matching the criteria specified. We suggest you try again, to browse all available articles.

If you would like to share news, features and tutorials with the community, sign up and you can.

Comments  (0 - 10 of 21)
shmibs
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
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
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
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
shmibs Jan 12 2014, 12:40pm replied:

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.

+1 vote     reply to
DanieleGiardini
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
copaeci Dec 26 2013, 11:30pm said:

I hope this comes for mobile soon at 2014 :)

+1 vote     reply to
DanieleGiardini
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
Chizu Dec 17 2013, 10:10pm said:

Awesome game~

+2 votes     reply to
Johnyliltoe
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
Post a Comment
click to sign in and comment

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Track this game Releases
Profile
Theme
Sci-Fi
Project
Indie
Players
Single Player
Boxshot
Boxshot
Twitter
Latest tweets from @danielegiardini
@nah0y @fabi_smith I don't remember feeling any tension. Just 2 hours of awe :) Aug 18 2014, 5:46pm
@notivano You know how they say: that's what friends are for Aug 18 2014, 5:45pm
@krur Paestum era un tormentone quando stavo al liceo... "Dove si va in gita scolastica?" "A Paestum." "NOOOOOOO!" xD Aug 17 2014, 12:16pm
RT @dmitriy_focus: Just blogged a small benchmark: Unity3D Tweening performance T.co #unity3d #DOTween #HOTween Aug 17 2014, 12:15pm
@PirovanoMichele Wohoo power to the masses! :D Aug 16 2014, 12:03pm
@PirovanoMichele Well then THE FUCKING INQUISITION! :P Aug 16 2014, 12:02pm
@LordNed Though implementing an even easier way like you showed me might be even cooler. Adding to my TODO list ;) Aug 16 2014, 11:11am
@sebify Ti direi che CCUlo! ma so che il culo non c'entra niente ;) Aug 16 2014, 11:05am
In case you didn't notice already, #unity3d announced that HTML5 export will be free :) T.co #gamedev Aug 16 2014, 11:05am
@fabi_smith @rubenmueller Good people!!! :D Aug 11 2014, 3:24am
Embed Buttons

Promote Goscurry on your homepage or blog by selecting a button and using the HTML code provided (more).

Goscurry Goscurry Goscurry
Goscurry Goscurry
Statistics
Rank
814 of 2,668
Last Update
8 months ago
Watchers
57 members
Reviews
8
Share