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A jam submission

Tetro JumpView game page

A brain-busting mix of platforming and block-stacking
Submitted by Pixel Myth Studios — 1 hour, 26 seconds before the deadline
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Tetro Jump's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#394.0774.077
Originality#414.1284.128
Fun#1233.4103.410
Presentation (graphics, audio)#1283.7443.744

Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent Mode?
The game has players switch through 2 modes to complete levels: Run Mode, in which the game controls like a platformer, and Block Mode, wherein the player controls falling Tetris-like blocks to fill in gaps.

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Comments

Viewing comments 20 to 1 of 32 · Previous page · First page
Submitted

This is a cool idea but as others have said a rewind feature, and making the transition time slower would have really hit the spot. Still this couldn't have been easy to make so great job.

Developer

Thank you for the feedback, it's been helpful! Transition times, as well as adding methods for preventing restarting levels so often, are my priority for the next iteration of the game once the jam ends. I'll keep working to improve it!

Submitted

I love the combination of platforming and placing blocks! I could see this developing into a really cool puzzle game down the line! I liked the art style as well! I did run into the same bug a few other have as well with the blocks placed next to the doors! But overall, I had a great time!

Developer

Thank you for enjoying it! Sorry about that bug; I didn't catch it until right after the jam finished. I've decided to leave a disclaimer on the game page, so hopefully others won't encounter it. I appreciate the feedback!

Submitted

A combination of a Platformer and Tetris? Interesting idea.

The game is pretty good. You did a great job of combining a platformer with the Russian puzzle game. The visuals where also pretty good, along with the music being ok. I did run into a glitch, where a block was placed next to a door, and the player character couldn't enter the door due to the animation. I think you should disable collision while the animation plays, or just automatically take the player to the next level after a set amount of time.

Developer (1 edit)

Thank you for playing! Yes, that was a bug that I did not catch until right after the submission window closed. Enough people have run into to it to where I've decided to leave a disclaimer on the game page. Regardless, glad you liked the idea; thanks for the feedback!

Submitted

This is an excellent interpretation of the theme. The game is simple and well executed and the Tetris mechanic allows for you to solve puzzles in unique ways. I can't explain why, but playing this game sent me back to the "Math Rescue" game series XD.

Developer

Thank you for the kind words! I'll have to check out those games. Glad you had a fun time!

Submitted

A really clever idea and very well implemented, great job!

Developer

Thank you, I appreciate it!

Submitted

I really liked the tone of all the help text, and the two characters are very cute. A fun twist on the build-your-own-platformer formula, it was very satisfying to find solutions that bridged the gaps while accounting for the boy's jump height.

We also did a tetris-mode game for this jam, so bonus points for great minds thinking alike! :)

Developer

Thanks a bunch! Indeed, I was surprised how much mileage could come out of using Tetris as a hybrid mechanic. I'll definitely check out your submission too!

Submitted

Super interesting concept, and pretty well executed! The only notes i have is that switching between the modes could have been a little faster, and i would've loved some indicator on where the tetronimo is going to be placed on the ground since it's zoomed out so much. Other than that great work!

Developer

Glad you liked it! Yes, the mode shift time is certainly something I plan to shorten. Thanks for playing!

Submitted

Very cute game! This is a solid and well-made jam game. The mode mechanics are innately easy to understand for most players.  Adding the two characters of the boy and the ghost girl adds a nice bit of life to the game.

Submitted

Very cute game! This is a solid and well-made jam game. The mode mechanics are innately easy to understand for most players.  Adding the two characters of the boy and the ghost girl adds a nice bit of life to the game.

Developer

Thank you! Glad you enjoyed it!

Submitted

Super cute sprite work and good music! I like your play on platforming and tetris gameplay, my only suggestion is maybe make the transition between them a little faster. Watching the ghost fly aaaaaalllll the way to the top each time was a tad tedious, but I had a lot of fun nonetheless. Great work!

Developer

Thank you! Yeah the mode shift transition time was intended to give players some prep time to plan where to place the next block, but it seems like most people so far would rather it be shorter, which is fair lol. I'll certainly address it in future versions. Thanks for the play!

Submitted

A fun concept executed very well, with a great art style to boot. Although, I managed to softlock myself not by boxing the player character, but by making him unable to finish the door opening animation because a block was in the way.

Developer

Thanks for the feedback! That door softlock was one I didn't catch until after the time ran out, and has already been fixed for the post-jam version.  Glad you enjoyed it otherwise!

Submitted

For sure one of the better games in this jam. It's fun when you have a tight space that you need to construct a path through (or clear lines to give yourself more space).  I started piling up the shapes I didn't want in corner somewhere so I could pick exactly the piece I wanted for the situation.

It'd be nice if it was faster/more convenient to switch modes (fade to black, open menu, pick item, wait for ghost to fly up). Presentation is really good. Nice art and everything works pretty well.

We also had the idea for a little ghost to follow you around in our game, but never ended up implementing it, so it's cool that someone else did :)

Developer

What can I say, ghost companions are great! Thanks for playing and enjoying the game!

Submitted

Awesome idea! My only gripe is that it plays a bit slow paced, but otherwise it's really well polished and fun

Developer

Thanks for playing! Glad you liked the execution of the mechanics. Due to the randomness that came with the ordering of the blocks falling, pacing was always difficult to nail down. I will definitely be tweaking this for future versions to make it more ideal. Thanks again!

Submitted

The tetris mechanic is unique, the one thing that bugs about it me is the time it takes for the ghost to go up.  Nice game

Developer(+1)

Thank you! Mode shift time seems to be a common critique, and one I plan to fix for future versions of the game. I appreciate the feedback!

Submitted

This is really cool! Like REALLY cool! I love the building/Tetris mechanic!

I accidentally sealed myself in a box though because I wasn't paying any attention... (not even kidding I looked away for like a minute or so cause someone was talking to me then I look back and I am in a box)

Developer

Thank you for playing! I'm glad you liked the idea! Because of time constraints, I was unable to adding a mechanic to prevent players from getting trapped in areas like this. That will definitely be a focus of the post-jam version of the game!

Submitted

Oooh, I really love the idea! Mixing tetris and platforming is a great approach and I'm sure there is much potential in this. Also very loveley implementation of the idea and overall a great game!

Developer

Thanks for the kind words! I appreciate your feedback!

Submitted

I liked the idea, it's eye-catching, but the character has given me issues with movement, and without coyote time, I've fallen several times in a rather unfair way. I hope you can continue improving it because it has great potential.

Developer(+1)

Thank you for playing! I'm planning on fixing up the game to polish these mechanics more, and improvements to the platforming (including coyote time) are among the things I plan to work on. Hope you enjoyed!

Submitted

Nice idea and cute eyes on all the blocks :)

The animation when switching mode became a bit frustrating after a while and maybe a rewind button or something would be nice. I got stuck a lot hehe

Developer

Thanks for the feedback! Yeah, giving the player an opportunity to break out of places they get stuck in is definitely something I want to implement now that the jam is finished. Glad you liked the concept!

Submitted

I'm loving the concept of this!

The level design could do a little better especially in types like lv3 where it's has a section where you are required to do precision platforming and it kind of change too much of the gameplay for me a little, and the mode change could be executed faster. It has a nice zoom out and animation to show what's going on but it gets a bit tedious to watch after a bit.

A small QoL of having undo/rewind button also would be nice than having to restart the entire level since I accidentally fell down when jumping on a tetris block right by the door and had to start over haha

The art and sounds is very nice, and I can see this idea getting expanded more. Great job!

Developer

Thanks for playing! I was considering adding a feature that makes falling into holes less consequential, but ran out of time to be able to implement it. The post-jam version should hopefully fix most of these issues. Thanks for the suggestions!

Submitted

Great idea and excecution. I love when it zoom out the camera and it shows the whole level. The artstyle is great and I dig the music. I really liked the first introduction level and the later stage but I feel like the second and third kills a bit the pace (though I can tell they are there to reinforce the tutorial). Small nitpick from an old gamer that wanted to see the more interesting parts right away ahah. Great job

Developer

Glad you liked the style! I figured an initial camera zoom out would be more helpful than having players switch modes to see the full level for the first time. And I definitely understand the pacing issue; with the degree of randomness that comes with the order of the blocks falling, it was a challenge to gauge how long it would take on average to complete a level. Still, there are changes to the levels I will be making in the post-jam version that will make the levels flow better. Thanks for the feedback!

Viewing comments 20 to 1 of 32 · Previous page · First page