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Lagomorph's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #80 | 1.833 | 2.750 |
Art | #80 | 2.500 | 3.750 |
Theme | #92 | 2.000 | 3.000 |
Is the graphics 1 bit? | #94 | 3.167 | 4.750 |
Gameplay | #94 | 2.000 | 3.000 |
Overall | #94 | 2.194 | 3.292 |
Originality | #101 | 1.667 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Please enter your nicknames in discord and the nicknames of your teammates.
cyanideshotgun, funnyside94, .vbka, yet1662
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Comments
Nice job, but it's quite hard! I only got the level 1-5. I like the art, and the game feels quite solid, but there's some tweaks I'd personally make. I understand that it's meant to be a precision platformer, but I feel like certain parts are a bit too precise. This is only my opinion, maybe you enjoy this type of precise gameplay. One area is the lack of coyote time. In lots of platformers, you have a few frames to press the jump button after you walk off a platform, which means that you don't have to be quite so perfect with the timing of a jump, you get a couple frames of wiggle room. Even the game celesete, which is a fairly difficult game has this feature:
One thing that I really think should change is either the size of the fish's collisionshape, or the player's collisionshape, that's the part I got stuck on. The collisions kept happening when they felt like they shouldn't, and trying to precisely put the player in between the fishes on either side on level 1-5 to not get hit is really difficult because of the lack of analogue controls. Usually hitboxes are a little bit smaller so you can get away with slightly scraping the edge of an enemy, but in this it felt like the hitbox was as big as it could be.
I feel like these changes would not take much away from the challenge, but would add some flexibility and make it feel a bit better because of the slightly extra room for error.
Overall, great job on finishing the game! The animations are nice, the player feels good to control, and from what I've seen the levels are fairly fun, but the things I mentioned made it very challenging, so I wasn't really able to get a full opinion on all of the game.
Also, maybe adding variable jump height could be a good choice, allowing you to make short jumps, instead of doing a full jump every time you press the button. This would make hopping short gaps feel a bit nicer in my opinion, but I suppose it's just a gameplay choice, not something that's necessary. And like some other people said, controller support would be great.
Update: I played a bit more and got to level 1-6, but the aiming was just too difficult. I think having a cursor on screen that the trunk points to would be a bit nicer, at the moment, the aiming is a bit unintuitive.
Great game, I really liked the art style. I really think that things like making the "up arrow" and the "w" key make the player to jump would help the game feel a little better (but it's fine as it is). Glad you could participated! ;)
Very nice pixel art and great quality in general. Tough as nails. Why no gamepad support for a platformer, though :(
Hey, Quit975! I am glad you enjoyed the pixel art, and I am sorry about the gamepad support. While developing the game, I honestly wasn't expecting that many people to own or want to use a controller, so adding controller key bindings was not high on the priority list. I also do not own a controller myself, haha, so I would not be able to test the controls after adding them. Maybe in a future update, though! Thanks for playing the game!
Nicely aligned and perfectly square pixels in pixel-art! It was a bit of a shame to see some aliasing and misalignmend on the fonts after such a great job (I guess, text has a sub-pixel offset). And very nice and moody music!
Stairs jumping remainded me of Banana Prince. The precision it requires does not allow me to pass through level 1-6, unfortunately. Different abilities were fun to play with though.
I would also recommend to take screen size into account. From your screenshots I can see how it supposed to look, but on my monitor I see the whole level zoomed out really far (maybe that contributed ability to see the distance).
Hey, matte. Thanks for playing our game! I am glad to hear that you liked the music and pixel art.
Thanks for letting me know about the font misalignment. The game engine we used, Godot, automatically enables font anti-aliasing and subpixel positioning, and I did not think to turn those settings off because it was not very noticeable on my device. But that is an easy fix to make.
The non-responsiveness to screen size is definitely a problem. Right now, the game does not scale according to screen size (almost) at all. Although it should look fine on most monitors (or on devices with the most common screen resolutions), I am not surprised it looks oddly zoomed-out or zoomed-in on some people's PCs. Dealing with that problem was on my to-do list, but I ran out of time at the end. There were a lot of similar problems on the to-do list, and time started to crunch. :(
I also wanted to add different difficulty options. I.e., an easy difficulty that allots the player five hearts instead of three and makes minor adjustments—like additional floor space and ladders, or less spikes and enemies—to the platforming. The current version could be the normal difficulty, and the hard difficulty could be the current version except you only get one heart. My teammate Yunus spent a lot of time on the boss battle, so I definitely want to make sure the game is not so difficult that people never get to see the final boss, haha. I am a college student and need to refocus on school, but since we are allowed to make minor adjustments after the deadline, I think I will starting working on these adjustments (and a few more) in a few days from now. I'll notify you when the game gets updated.
Overall, I really appreciate the detailed feedback and the time you took to play the game! I'll be sure to check out your submission, Metal Lance, in the upcoming days, too.