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JUMPMAN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best Mechanic | #8 | 1.564 | 1.875 |
Most Fun | #8 | 1.772 | 2.125 |
Best Sound | #8 | 0.938 | 1.125 |
Best Art | #8 | 1.147 | 1.375 |
Overall | #8 | 1.355 | 1.625 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is super slippery, the fact you need to reopen after death is very frustrating. I think having a more designed skybox and instructions at the beginning would add alot, but good job!
Congrats on finishing the game jam (better late than never with the windows version :P)!
I have a few thoughts that might be able to help you if you choose to keep going with platformers:
1. Never use Q as the quit application button. It's way too easy to miskey when WASD is your movement
2. Even for a game jam, don't exit the application on death. Just reload/respawn. It's super frustrating having to open the app over and over
3. I'd recommend using a game engine next time. It's super cool that you have the knowhow to make a game without it, and for a longer term project you could absolutely do some cool stuff with it, but when you have a limited timebox in a game jam, it becomes super obvious that you didn't have time to flesh out the game part of your game. You have a simple run, jump and shoot, but there doesn't appear to be much more to it. Game engines handle the rendering and physics for you, meaning you can focus on using those things to make a game. Even professional devs who end up building custom engines often use pre-existing ones for prototyping
4. All that aside, looking at the game itself: it feels a bit like ice skating on the moon. Moon gravity in platformers is fine if that's what you want, but I would recommend doing something about the ice skating bit, because it feels kinda out of control. Make the player accelerate and decelerate faster when they press and release the button, and you'll find the game feels substantially better to control