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A jam submission

AEIMDView game page

A video game with a rocket jumping mechanic.
Submitted by Shroomius (@Shroomium) — 2 days, 21 hours before the deadline
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AEIMD's itch.io page

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Comments

10/10 would rage quit again.

Also got a glitch where I saw the aiming circle twice. One a set distance away from character, the other wherever my mouse was.

Me and platformers never got along, and hard ones even more so. But seems like good streamer rage content.

not hard enough. please add more punishing jumps and make the walls bouncier

  • First few screens are probably too punishing.
  • Having to hit W every time you want to jump was annoying.
  • Some screens, if you fail the jump you need to walk back to the start of the screen to climb up some stairs to have the height to try it again. Felt very tedious.
  • Hated having to jump up into screens from below.
  • Walls were a little too bouncy. I wouldn't mind them so much if I felt I was able to control my momentum a little more.
  • Overall fun. I did feel that itch to keep trying even when I fell a bunch, and I felt like I got better and could make previous jumps faster
  • Does feel quite derivative of Jump King and the like without much to set it apart

IMO, you should get rid of bouncy walls and make the difficulty lower in the beginning. But I like the concept a lot, good job
Submitted

Pretty difficult. I can see why you toned down the wall bumping.

Submitted

The Mechanic is fun, the game isn't (for me). Why do I have to press W and LMB at the same time to shoot myself, why not just LMB? Why do I bounce from any tiny piece of wall I hit? Often Times I made the jump only to scrape the wall on the way back down and get bounced right back off the platform I was nearly vertically falling onto, back to the beginning. Maybe this type of Game just isn't for me.

Submitted

After reading in the thread that there were changes, I gave the game a second try and went all the way to the end of the second level.

The game has an interesting premise, similar to getting over it and the rage games designed to make people mad with difficulty and send them tumbling to the beggining of the level with their mistakes. But from testing, there are 3 truly difficult moments: The last part of the second level, the ramp in the first one and the beginning of the game. The beginning of the game is harder than the ramp, which doesnt make any sense to me. Maybe you want a big "this is the kind of challenge that awaits you" warning, but nothing afterwards compares difficulty-wise. In my opinion, it is much better to lull the player into a false sense of security and THEN put the challenge right aftwards.

I know the whole mechanic of game is based on rocket jumping like tf2 and quake, but whats the point of having the jump button? Wouldn't increasing the push power of the rocket get the same results playwise? 

The screens where the player starts very close to the bottom or to the side are more cumbersome to play. The area to click in those cases is too small for comfort. Here is a couple screens where this happened, but it does happen quite a bit.



I needed to play in full screen since I was clicking off the screen way too many times. Also I have no idea how I'm supossed to reach the last platform of the second level. The jump doesnt go as high as I need it to be.

I believe with enough polish and adjustments this can be a very fun challenging game. Nice work!

Developer

Hey, thanks for giving it another shot, I'll keep that note about the difficulty in mind, I had already thought the big slope section was a bit too short, but also that making it any harder would turn into a slippery slope of difficulty (pun not intended.) 

Hey! This is a cute concept and I love rocket-jumping. Physics stuff is always fun, and it's real simple and instantly grokkable.

Feedback:

  • The options menu X-to-leave button being centred made me not immediately understand that's where I had to click - maybe move it to the top right? I'm not exactly the king of UX design, but that's where I'd expect an X to be. Maybe even change it to be the word "back", or a "back arrow" icon to stop the player assuming it'll close the game?
  • The fact his little face winces every rocket jump is v. endearing
  • Blindly jumping across screen transitions is a little concerning. It basically guarantees that you have to peek across the border, and the first time you have to do it (between screen 2 and 3) is kind of difficult. It might be worth making it easier - it seems like a very rough jump that early in the game.
  • That same jump is Getting-Over-It-With-Bennet-Foddy punishing. Fucking up screen 3 sends you right back to the bottom of screen 2. Are these gonna be the stakes all the way through the game? It was more frustrating than I was expecting, especially given that you bump against the wall and the player is super slippery, so you slide back down. I nearly gave up there and then. It felt more like a difficulty wall than a difficulty curve.
  • THIS jump was based - by the time I'd made it up here I'd spent a lot of time slipping and immediately knew what to do and what to press. Maybe the "difficulty wall" is cool for tutorialising the momentum so early?
  • I then failed on the next screen and ended up back at the bottom of screen 2. This felt like a LOT of punishment so early on. Peeking up with that much on the line made me feel very anxious, but I overshot and slipped because of my momentum, I tried to fire my weapon to use recoil to stabilise myself, but even that wasn't enough.
  • You bounce off walls REAL hard when you're airborne, no matter what your momentum is, so that very thin ledge on screen 3 is actually a lot thinner than it looks
  • I am very compelled to keep playing - the gameplay is fun enough and the feedback of blasting yourself places is entertaining. I'm stopping playing for now, I've made it to the 4th screen and slipped down twice, and I gotta get up and do stuff, but I'll definitely return.

Apologies if this feedback seems unnecessarily harsh - I love the concept, but wasn't sure if you were going for _getting over it_ or _momentum fun puzzle platforming_ - at the moment it massively feels like the former, and if that's the intent, that's great. If not, the difficulty might be a bit offputting early on, unless the game is going to be super short.

Developer

Yeah the game is 100% going for the Jump King/Getting-Over-It type feel.


With the first 4 rooms I was going for something super simple, but easy to mess up, where by the time you make it to the top of that section. you've fallen enough that you're disciplined enough in the mechanics to continue onward.

Thank you for mentioning the thing with the back button in the option menu, have no idea why I didn't think of that lol, also your critiques weren't that harsh, I've been shit on way worse before.

Submitted (1 edit)

Maybe it's just me, but I can't stand how much the player bounce off walls. It moves so slowly and with the low jump it makes it feel very, very weighty, but it fly off walls like it's  made of rubber.

Submitted

Ya hard agree with this. I really tried but it's like you even touch the walls and you bounce off the ledge and loss all your progress.

Fix that though, and I think there's something here.

I was able to find the easter egg place :3

Submitted (3 edits)

Played it for a bit, but had to stop. I will give it another go if the issues below are looked into.

The first two screens where you have to jump are brutally hard. Not only you have to time a very short hop with a specific shooting angle, but also do it 3 or 4 times or else you fall to the bottom of the screen and start all over again. And this is the tutorial. Also the hop + shoot combo might be a bit too complex to be the first thing you teach a player. But the reason why I had to stop was the camera shake when switching screens. It was making me feel sick. And since I failed the second screen a lot (because I barely started playing, it is challenging to me and I suck), I experienced that shake multiple times.

Like I said, I want to give it another chance, but it is making me feel dizzy.