I think this would have been fine with just aesthetic changes to each 'sequel', but there should have been a tighter focus on the intended effect. I think it either should have gone for 'upgrades' that were nothing more than a reskin (so a radically changed player sprite/background), or just gone fully surreal in an Eversion way. As an example, at one point there sort of seemed to be a tornado approaching in the background, but that didn't go anywhere. As it was, the joke fell just short of landing for me, but I think it was a worthy effort.
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Super Duper Jumper [int]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Community Choice | #61 | 1.116 | 1.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Elevator pitch
Run! Jump! Progress! But will you actually move forward?
Describe how your game adheres to the theme
Essentially, the game cycles through the same stage over and over again under different sequel numbers until sales end.
Comments
Thank you very much for the feedback. I kind of rushed the backgrounds and sound design since the jam appeared to be ending. I'm glad you brought up Eversion, though, because that was part of the inspiration (perhaps to the point where I've somewhat ripped it off by now :/ ). At this point in time, I'm not sure how much I'll add to it. For now I'd like to improve the controls at the very least, but otherwise I'll have to see how long I'll feel like jumping from jam to jam, and also decide which ideas are worth pursuing. Good night.
Got a few opinions on how this game feels to play.
It seems whatever your speed was when you press jump is the speed you have while jumping, you can never move any faster but you can slow down to a minimum speed (which is still moving forward). Being able to adjust the speed of your jump both ways is potentially nice, as it lets the player correct a mistake.
If you jump while pressing no movement keys you move forward slightly. This is wierd, and when combined wiht the fact you can't adjust your jump while moving at minimum speed means you end up locked into whatever trajectory you're on now.
Game feels a bit too strict on when you fall off an edge.
I apologize for that, but thank you for your feedback anyway. I understand if you don't feel like answering, but I am still wondering if you think this is worth expanding upon. I initially planned on having a hidden "true" ending, but didn't have the time to implement it, and I also have a few ideas for actual changes to the level design with each progression as opposed to just an aesthetic change. On the other hand, there's a part of me that wants to move on to a different jam and start a new project. I'd just like to know if anyone else besides me would be interested. Either way, thanks for your time.
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