Play game
Say, a Windy Day?'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #293 | 3.460 | 3.460 |
Innovation | #376 | 3.143 | 3.143 |
Fun | #471 | 3.095 | 3.095 |
Game Design | #494 | 3.111 | 3.111 |
Overall | #494 | 3.111 | 3.111 |
Graphics | #635 | 3.063 | 3.063 |
Audio | #647 | 2.794 | 2.794 |
Ranked from 63 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Nice platformer! The wind mechanic is cool, tho some indicator for how hard the wind is blowing would be nice. Adding coyote time to the jumps would be nice, it felt like my input was being eaten sometimes. I don't think using the sfx from Hollow Knight is allowed, I read the link you linked to from team cherry and it only mentions that you're allowed to make videos and streams of the game, not that you can use their sfx in your own games. Keep up the good work!
If the indicator is missing, you're likely on an AMD graphics card, as a previous commenter informed me that the wind particles in the background don't work with AMD due to a bug with Godot. Coyote time is something that was also brought up before - I didn't think about adding it during the game jam because I'm used to not having it and I can't go back and add it until the jam is over.
As for the copyright, I interpreted it that "original media content" (first paragraph of FAQ) includes making videogames - I couldn't find a standardized definition online and the paragraph doesn't include or exclude it so as far as I'm aware I'm fair.
Thanks for playing and review and concern!
Ah gotcha, I'm not a lawyer so I don't really know. But it'd be a really lame reason to get disqualified from a jam for using copyrighted sfx so was just throwing it out there.
Nice and simple platformer, using wind as a force to help and harm the player at the same time is a really interesting mechanic, reminds me of that set of levels in Celeste! The boat rocking was a technically really cool effect, although I wish it were toned down just a bit because it made some of the jumps a little harder. Other than that small complaint I enjoyed this game, nice work!
The boat rocking was made aggressive to make it bit harder and give the level a much more lively feel. One commenter said they got a tad nauseous. Oops...
Thanks for playing!
Good game!! I got to the halfway of level 3... got so close to finishing the leap of faith but couldn't ;(
Would suggest adding some sfx for the movement and maybe making the jump a bit higher. Currently it feels too unsatisfying to jump(strictly my opinion.)
Kudos for making a great game!!
Thanks for playing and feeback! Jump height increase might be better but it might disallow some advanced tactics (for example if you jump repeatedly while moving left during windy parts of second or third level you build a LOT of momentum. Currently you can do this off a single block but more height would destroy that.)
Cute platformer! The difficulty really ramps up after the 2nd level, I could only get so far after the wind picked up. A few pieces of feedback going through my mind:
It would be nice to have some indicator of the wind for the player, to show its direction and strength. This would make the wind jumps less of a guessing game.
Another thing I found myself wanting was for the character to have essentially 2 states of jumping, the first which would feel closer too normal and have more weight and then after double tapping jump having the player open their cloak to catch the wind and glide. Overall good job!
Opening the cloak... I might just do that for a different jam game one day. There actually is an indicator for the wind's direction and strength, the background particles. The strength would be impossible to easily depict since it uses a non-linear function with some heavy accelleration, so I just added more particles for more wind. Thanks for playing! One quick question: did I manage to get you to laugh with the egg puns I left in your own comment section?
lol, yes indeed you did thank you for that feedback it made my day.
About your particles it may be because I am running it in the browser perhaps? I tried running it again to see but even at level 3 I still don't see particles on my end so it's likely a bug
I'm on Linux. perhaps you're on Windows or MacOS or something...? It doesn't make sense because I get the background particles when I play it. They are integral to displaying the wind so sorry about them just not existing on your end.
I am indeed on Windows, and no worries I just wanted to give a fellow dev some accurate feedback to help improve your games
I was curious so I looked it up, and I should let you know this is actually a bug with Godot, apparently there are issues rendering the particles with AMD graphics cards (which I have) so likely this isn't even your issue but something to be aware of. Apparently they have a fix that just isn't pushed to stable.
https://forum.godotengine.org/t/cpuparticles2d-is-not-running-on-html5-builds/78...
I should have used GPUParticles2D instead of CPUParticles2D... well, too late for that now (unless I decide to update this game once the jam is over). For now I'll add a little clause in the game description saying "There is a bug with AMD graphics card users that causes the wind particles to not display. There are wind particles in the background."
Thanks for troubleshooting this for me!
nice platformer, the wind mechanic is very interesting
A very strong core concept with interesting level design that has slippery controls for now which also contribute to the difficulty, a more responsive movement feel and some balance would make this more fun.
Great work!
Nice game! I really liked the level design on the boat level. The overall feedback is the game needs more polish, for example: sound effects, animations on the player, better platforming physics (physics felt a bit slippery/clunky). With more polish, your game could really be on another level. Good work!
Didn't quite click with me, I couldn't figure out how momentum worked as it seemed quite inconsistent at times. However, it was very exciting whenever I started moving quickly with the wind.
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 ...
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!
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:
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!
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."
Wow, this is really great! I loved the tilting ship. This was a really fun challenge. Well done!
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!
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!
Satisfying ramp-up of difficulty and nice level design, got very challenging at the end there. Great job, had a lot of fun!
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...
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!
The ship level took up like 4 of my 7 days... I wanted it to take 1-2. Thanks for playing!
Glad I got around to playing this! Lovely game - fun, simple, and innovative. Keep up the great work!
Thanks for playing! And of course thanks for the compliments as well!
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!
Did you intend to comment on a different game? My game's not got enemies or prep time or weapons or post processing.
It was way more fun than I expected hahah good job!!!
Thank you! Initial impressions probably could be better with this game.
Hee-ho. Cool platformer. Nice game
Thanks for playing!
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.
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!