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A jam submission

Say, a windy day?View game page

Submitted by Champpeace — 26 minutes, 26 seconds before the deadline
Rated by 35 people so far
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Say, a windy day?'s itch.io page

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How does your game fit the theme?
The wind in the game starts out tame, but by the end it turns very strong.

Did you write all the code and made all the assets from scratch?
SFX from Hollow Knight. End music by Waterflame. A few textures from online stores, which are linked in game's description.

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Comments

Viewing comments 32 to 13 of 32 · Next page · Last page
Submitted(+1)

This is a really fun but also really difficult platformer! I also like the cute cloak animation. 

I wanted to comment on the movement, but I've read in your other responses that they are intentionally designed like that for difficulty purpose.

I think I am at the last jump, where you are at the highest point in level 3 and have to jump and ride the wind to the right, but I can't seem to get enough momentum, I always land where the ropes and the two spikes are ...

Developer

You can build momentum at that point by standing on the uppermost block, jumping while moving left, landing back on the same block in that manner and jumping again quickly. That was also the original solution to the leap of faith before I decided it was too hard and nerfed it...

Thanks for playing and review!

Submitted(+2)

Hi! You wanted constructive feedback, you're going to get some :D

First off the tutorial tutorial was really well made, explaining thing as you go, instead of resorting to a wal of text, like many jam games do these days. Another thing I liked was the concept. Going faster in one direction is really fun, and when you perfectly land a jump and turn around it's really satisfying. The ship level was really creative too.

Not sure whether you drew the art yourself, in the description I could only find links for the barrel and window. To be clear, I think the art looks good, but would benefit from a stylistic overhaul. By this I mean some textures had outlines, others didn't. Some had very high detail, others weren't even shaded etc. If the style stayed consistent throughout all object it would have been a lot more pleasing to the eye.

The controls were probably the biggest problem for me. They just  felt unresponsive and I wasn't able to finish the game. They lacked of basic QOL stuff like cayote time and jump buffering. For more info on the topic I highly reccomend this video: 

Thats it from me, I wish you good luck in future projects! Bye!
Developer

Thank you so much for the feedback! Anything I didn't credit was my own creation, and I'm quite new to making sprites + am solo dev so it makes sense that the sprites weren't of the highest quality. The lack of some QOL features is indeed annoying but if I added them they would take a lot away from the game's difficulty which was a main aspect. The final jump would have been unmissable if I added jump buffer, for example. Regardless, thanks for playing! I actually prefer constructive feedback over simple praise so thanks for that as well!

Submitted(+1)

Thanks for reading my little rant. I don't think jump buffering impacts difficulty in any meaningful way. It just makes it feel more fair.

I always refer to the golden rule of game design where "Every mistake should feel like it's the players fault."

Submitted(+1)

Wow, this is really great! I loved the tilting ship. This was a really fun challenge. Well done!

Submitted(+1)

Charming speed-runner type game. I really enjoyed the wind mechanic, though I had trouble with the jumping from time to time, it seemed a bit unresponsive at times. Overall, great work. Congrats and good luck!

Submitted(+1)

Fun game! I like the concept with the wind and timing the ship swaying. I found it maybe a bit too difficult in some of the spike sections but that could be just me, and the quick restarts helped here. Great work!

Submitted(+1)

Satisfying ramp-up of difficulty and nice level design, got very challenging at the end there. Great job, had a lot of fun!

Developer

Thank you for playing! I didn't really know how to make it fun other than to use the mechanics to challenge the player as much as possible without being too unfair. It's still bit unfair...

Submitted(+1)

Pretty fun and unique platformer. The ship level was a fun idea and the dialogue does a good job of guiding the player. Good job!

Developer

The ship level took up like 4 of my 7 days... I wanted it to take 1-2. Thanks for playing!

Submitted(+1)

Glad I got around to playing this! Lovely game - fun, simple, and innovative. Keep up the great work!

Developer(+1)

Thanks for playing! And of course thanks for the compliments as well!

Submitted(+1)

The game was a blast, especially with the humor woven in! I did encounter a few small bugs like enemies clipping through walls or not following their path correctly, but overall it didn't take away from the fun. The pacing could benefit from more engaging prep time, and the ability to use multiple weapons at once was a neat, albeit unintended, discovery. Great job overall, loved the post-processing effects too! Keep up the fantastic work!

Developer (1 edit)

Did you intend to comment on a different game? My game's not got enemies or prep time or weapons or post processing.

Submitted(+1)

It was way more fun than I expected hahah good job!!! 

Developer

Thank you! Initial impressions probably could be better with this game.

Submitted(+1)

Hee-ho. Cool platformer. Nice game

Developer

Thanks for playing!

Submitted(+1)

Solid platformer. The dialogue hints like the first ladder or leap of faith were great for guiding the player. I liked the boat level tilting to the sides and filling with water at the end. Would like to see more levels with interesting mechanics like this. Another platformer I tried had the wind changing direction, for example. On the third level I got as far as the tall ladders in the sky, where I couldn't figure out where to go next.

Developer (1 edit)

At that point, to the left of the metal boxes are more rope ladders that you can climb to get on top, and then jump to build up momentum and fly to the right. However I think I've failed in indicating this - Next time I do a platformer I should be more thorough in finding potential stuck points and unstucking them. I'm also interested to see the other wind mechanics platformer, it would be interesting to see what the games have in common and where they differ.

Thanks for playing!

Submitted(+1)

Good concept.

I feel like this game have same element as SUPER MEAT BOY that is hard, very hard, and super hard.

Developer

Thanks for playing, and good comparison!

I was thinking of Celeste when I made the difficulty. I originally intended it to be 5 levels (the extra 2 would be placed between Ferry and Final and smooth the difficulty curve a bit more and make final a bit harder) but I ran out of time.

Submitted(+1)

I think adding a deadzone for the camera pan would have helped a lot! on the harder jumps I was trying to adjust my positioning a bit and having it whip back and forth was kind of disorienting. Great job executing on the concept!

Developer

I did the camera code myself to make it follow ahead of the player and didn't think about adding a deadzone - that probably would have helped.

Submitted(+1)

Very cool idea for a platformer! I noticed some events in the airship looped though as i missed the teleporter and had to go back, and then got kinda stuck at the next part with spikes, but that might just be because I'm bad with platformers in general

Submitted(+1)

Great use of the theme with the wind! Some sound effects and music would be nice. I liked the tooltip of how to climb the rope, I could have definitely benefitted from doing something like that in my game too. It is a difficult game and I wasn't able to finish it all, but I would recommend not making the player have to make jumps where they can't see where they're supposed to go (like that one long screen where you have to get to a high point and jump to get pushed by the wind onto a platform off the screen, and then have to drop down into an area with spikes that you're unable to see). Apart from that, the game is still enjoyable!

Developer(+1)

That blind drop into the spikes is actually the final jump - you were very close. I knew the blind jumps were going to be an issue (part of the reason I put in those player thoughts at those spots). What I Should have done is disconnect the camera from the player and pan it to show the whole section and then reattach it to the player once they clear the jump. Thanks for playing!

Submitted(+1)

yeah, that sounds like a good idea! What happened to me was that while I was reading the player thoughts, the wind pushed me off and I had no time to react. I think with a few tweaks your game would be great!

Submitted(+1)

This game is a lot of fun, but too frustrating for someone like me that lacks skill

1. character is cute and his talking through the obstacles is great, at one point in the boat i got stuck and I thought how the heck am I supposed to get out of here, the context speech of him telling me to climb the rope was a great touch, bypasses pop up screen tutorials and tells you what to do in game, i like that. But i would like to see his legs move!

2. the graphics convey great though, metal boxes bolted to the sky tell you youre safe from wind.

3. The tilting boat was great, the platform moved back and forth. I would have liked to see something where you could only reach a jump if the boat was tilted a certain way, now that I think about it maybe that was in the game but I did the jump subconsciously so i didn't notice if that mechanic was in there haha

4. After the boat section the game got too hard for me, there are many additional spikes and even the first jump is hard, felt random when I could land it, the second was even harder 'the leap of faith jump' I couldnt get it after many tries and was frustrated when the checkpoint brought me back to the also difficult 1st jump. wind takes agency away from a players platforming so it can be frustrating. Often times in games like this there is a period of time when there is 'no wind' so a player can set up their jump and then a time 'with wind' so a player can ride it and jump further, the constant wind made it difficult for me. I think some platform pros will love this, but for unskilled guys like myself, I had to call it quits after 7 minutes haha

That being said, love what I see here, it looks fully fleshed out and hope some other than me can beat it!

Developer

Thanks for the plentiful feedback! I appreciate deeper analyses because it helps me better understand what I could improve and why. I find it funny that you consider the character that I threw together in 10 minutes cute because I didn't really think much about it. It never crossed my mind to do a pop up, I knew that someone had to tell the player what to do there so I decided the player will tell themself. It's funny that you associated metal boxes with safety from the wind because that was not intended - they were just a tile I made and didn't want to waste so I used them for some platforms. I couldn't quite make it make sense with the tilting boat requiring waiting for a specific angle, I wanted to do something like that but couldn't fit it anywhere because I didn't want to make the boat too big. Yeah the third level was made to be absurdly  tough - could you imagine that when I first built it the leap of faith was significantly harder? That's also the final level, you got about a third of the way through it. 2 people I know for a fact beat it (they posted death counts which are given at the end). Thanks for playing!

Submitted(+1)

Hey awesome game, I really liked it!

Developer

Thanks!

Submitted(+1)

Nice idea! Looks good!

I got stuck so much where I couldn't escape so I didn't finish the game :/

Good job anyways, has potential!

:D

Developer(+2)

The only place I know the player can get stuck without immediately dying is in the center of the lower decks on the ferry, which has a text pop up telling you to climb the rope.
Also this game ramps up the difficulty A LOT on the third level.

Thanks for doing your best!

Submitted(+1)

Oh okay thanks, well the rope didn't work for me. Maybe that's why hehe :P

Developer(+1)

The rope mechanic is the ability to jump midair and not accelerate like crazy when any of your sprite overlaps the rope that shows up.

Submitted(+1)

I like the idea of the wind and the level with the boat was very fun. It needs some checkpoints, because it gets very hard very fast, but I woul keep it that way because that makes it fun and challenging. And I definitely give you a big thumbs up for using Godot! :D Overall really fun

Developer (1 edit)

Difficulty goes through the roof between the boat and the final level, originally intended to have 2 more levels between them. Thanks for recognizing a fellow Godot user! And for playing as well.

Viewing comments 32 to 13 of 32 · Next page · Last page