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Tetro Jump's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #39 | 4.077 | 4.077 |
Originality | #41 | 4.128 | 4.128 |
Fun | #123 | 3.410 | 3.410 |
Presentation (graphics, audio) | #128 | 3.744 | 3.744 |
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
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.
Thank you! Glad you enjoyed it!
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!
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!
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.
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!
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 :)
What can I say, ghost companions are great! Thanks for playing and enjoying the game!
Awesome idea! My only gripe is that it plays a bit slow paced, but otherwise it's really well polished and fun
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!
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
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!
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)
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!
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!
Thanks for the kind words! I appreciate your feedback!
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.
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!
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
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!
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!
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!
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
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!