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A jam submission

Pogo three deeView game page

3d rage game platformer
Submitted by pogodev in disguise — 2 days, 23 hours before the deadline

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Pogo three dee's itch.io page

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Comments

Submitted

Took me a few minutes to figure out that none of my keys did anything, and I needed to tilt the camera down.
Got to the sewer level, flicked the lever, and gave up eventually. I don't think the wind particle effects that the lever summoned helped

I think I would like this game a lot better if the camera was looking down, so that the camera and pogo stick were parallel, not perpendicular. Maybe thats just because I'm used to source rocket jumping pogo, but I think it feels a lot more precise, and maybe easier to go from a pogo that pushes you fowards to wall-pogo.

That does make it harder to see, so maybe have 2 viewports: a camera looking down on the pogostick, and a fixed Mario-3D world camera for the environment. Obviously the levels would have to be reworked for a secondary fixed camera.

Since there is NOTHING you can do while mid-air, maybe add some arrows and stuff to look at that indicate precise velocity, and pogo stick angle (but the pogo stick angle indicator wouldn't be needed if you had that down facing camera)

Submitted

Reached the castle because of how hard this game is.

I do wonder if the full release will have a counter for every bounce, like how in golf games, you track every time you hit the ball.

I keep coming back to this one because it's fun. Needs some form of autosaving, but otherwise it's great. The sewer filtered me earlier when it was completely black but I'll probably try it again soon. Found a couple of secret areas in the game up until that point as well.

Submitted

Took a minute to figure out but got fun. Got through the first sewer flag before I got filtered. Feels like the momentum you gain bouncing off of walls isn't consistent with what you gain bouncing off the floor, it's a lot easier to accidentally launch yourself even hitting them pretty upright. Was a little hard to tell when you're about to faceplant, and you can collide with walls by turning towards them after you've bounced off them, which got a little annoying. Something that showed your angle more clearly would be really nice. But overall fun, a few nitpicks but feels good to beat something after bashing your head against the wall a bit

Submitted (1 edit)

I gave up at the sewer. At that point I feel like I don't have any control over what I'm doing whatsoever and I'm just throwing shit at the wall until I succeed.

When I press space to reverse the angle I would expect that I can zero out the momentum of the first hop of the same angle, but that doesn't seem to be the case.

I wish there was a better indicator for the current leaning angle, because right now it's hard to tell whether I'm perfectly upright or I'm about to hop on the unstoppable momentum train.

Submitted

I really like the game juice and other extra details you have added. Makes it feel really alive. The game is great as ever and the save system works well. The music and sound effects are great. The first challenge is harder than the starting area. Outside of that it's extremely polished and good.

Normally this is exactly my type of game - bhopping, movement, momentum, etc, except for the art style. I like the concept a lot. But something doesn't click for me. Maybe it's the turning.

I reached the fortress at 30 lives - getting over the water leaves was somewhat a struggle - , had to give up in the storm drain (where the 3 big pipes are, with the lever) at 90 lives because it was so dark I couldn't see anything.

I like the idea of the controls, and the wall jumping mechanic was pretty fun. But the camera movement when leaning forwards feels weird, hard to tell what's going on/where the breaking point is.

Also, unity would start the game on my second monitor.

Developer (1 edit)

my bad. dark sewer area was a bug. fixed now

nice. I'll check it again