Cool game! Very nice wind and general feel :) Although I found the camera movement a bit unnatural at times and the ferry felt very difficult to navigate with the tilted camera, but I guess that’s part of the immersion. Overall, great work!
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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.
Comments
I FINALLY BEAT THE GAME!!! :D
I really appreciated the difficulty in the final level but the strong wind physics combined with the lack of coyote time and jump buffering made it feel more unfair than it actually is. The other 2 levels though are extremely good introductory levels with core mechanics being covered in the first one and the second one teaching additional mechanics like the nets. These levels made the gameplay very fun and something you would want to keep playing until you reach the end.
Along with the decent visuals and the limited but good audio, this is a solid game 👍
Thanks for playing to the end! Many failed where you succeeded. Yeah there was meant to be 5 levels but I had to cut some out because of time restraints. You played levels 1, 2, and 5 instead of 1, 2, and 3.
Thanks for the visual check, not many comments told me how good I did with what was mostly my own pixel art.The rating number didn't go up did you forget to hit "save rating"?
Was very interesting, really great idea for the theme. I liked the second level particularly, but I found the third level too hard. The strong wind makes the player move way too fast into a difficult series of spikes and platforms. I guess you were aiming for a very difficult platformer like Super Meat Boy?
I liked the ambient sound effects and the animated cloak. It was a nice way of showing the windiness.
The difficulty is an intentional thing, I designed it to be very difficult since I wanted my main mechanic to be used in interesting ways and because I just like hard games. The leap of faith is a common stuck point, I will admit that's a bit big of a spike. Thanks for playing!
It's funny because I said the same about Storm Bot: the third level (hard mode) is too hard.
Cool, maybe with coyote time, and improve the physics in diagonal will a good idea
This was really hard, recommend checking out Celeste if you haven't, they also have a wind mechanic which was used really well, could take notes from that game about platformers in general it's one of the best.
but you know what this game is missing? a timer! exploit the time of those speedrunners!
overall good entry
and im not the bot XD
I will probably check out Celeste in the future when I'm more in control of my own life and have less obligations, I've heard it's really good from people who have played it and that it probably exceeds my difficulty by a pretty good amount.
Thanks for playing, not the bot XD! (okay that was a terrible joke)
Nice job putting this all together. I really liked the boat section; cool that the platforming mechanics work well with the rocking! My one thing is the third level's wind - It seems to be inconsistent. I presume this is intentional, but it should definitely be shown visually. Otherwise, it seems like you just get yeeted into spikes sometimes, haha. Overall, good work ^-^
I would say that the idea is nice, but sometimes it felt the game was glitching when I did jumping in Stage 3 (as if wind speeds were over 9000 m/s), which was corrected by moving a bit in other direction. Definitely a tough game!
Suggestions:
- More polish in general.
The basic concept and different ideas for mechanics and their usage in level design is very good! Couple of suggestions:
1. Have checkpoints, at least right before the hardest parts. It was particularly hard to land on that one block you needed to do a leap of faith from.
2. Make the camera follow the player instead of being stuck on player - this helps with clarity on fast movements.
3. Add more animations and effects on the player character, make us feel the movement, jumps, and the wind.
The checkpoints were considered but not added because I wanted to pump the difficulty through the roof.
I designed it that the camera stays ahead of the player so that they can see where they are going - if it trails behind then most of the screen is showing things you've already passed.
Yeah ran out of time to animate the player.
Thanks for playing and for rating!
Gets pretty fun right away with the ferry, loved the way you incorporated the mechanics. Really fun experience, great job on this game!
It's a pretty cool game, but some more JUICE would definitely elevate the experience even more.
Cool platformer but there is a lot of stuff to still work on. First, jump inputs get eaten way too often, especially in areas with strong wind where you want to jump as soon as you hit the ground. Adding jump buffer and maybe even coyote time would make the game feel way more consistent and would definitely make the game feel more responsive. Second, the wind is inconsistent at least in the last level I experienced which was the one with spikes and strong wind at the beginning. Wind doesn't have the best reputation of being fun, so you have to make sure it at least feels fair, and I personally think it wasn't. Not moving a constant speed when I hold left and jump just sucks. Third, the movement feels stiff due to there being no concept of acceleration or deceleration. I believe you were trying to replicate Hollow Knight's movement with this. However, it's good to keep in mind what made HK's movement work. The jump's were very floaty and adjustable (depending on how long you held jump) and interacted with stuff like dash, double jump, and pogo. Also, HK's movement was mainly made for combat, not platforming. It's great for that, but I think there's a reason things like path of pain are locked behind what is essentially an easter egg. Lastly, the pixel art did not have consistent pixel sizes, as the player had weirdly stretched pixels while everything else felt fine. In pixel art, consistent pixel sizes are a MUST. Speaking of the player, some sort of run animation would be nice no matter how basic. Just standing and sliding the entire time obviously didn't feel great. The wind also would have been so much nicer if made by a gpu particle. Setting these particles to have a horizontal velocity would make them look much nicer, and you could also easily adjust the gravity for specific emitters to show how strong a wind is (which was also an issue). I talked a bunch of negatives I know, but I really do just want to give good feedback to a fellow platformer dev. Great job at submitting and I hope you make even bigger and better games in the future!
Thanks for all this great feedback and playing! I'll address (by that I mean either concede or cope lol) some points here.
- Jump inputs being eaten - yeah I didn't optimize the movement well it was sort of one and done when I first made the movement. I should probably focus on having some better movement next time.
- The whole left and jump not being constant thing was intentional - it allows a LOT of momentum to be built up and you can still make the jump from rope to rope in that climb section.
- Hollow Knight's movement was not as much an inspiration as it was an afterthought unless I was subconsciously inspired which I don't rule out since HK is one of the best games I've ever played.
- Pixel sizes - I designed the character within 2 hours of submission deadline and then I put them in the game and realized that the proportions made some jumps impossible and was within 2 hours so no time to really redesign so S T R E T C H it was. Lack of animation is for the same reason. Surprisingly not too many people commented on that.
- I used CPUParticles2D node because I didn't really know which to choose and I didn't want anything super crazy - I set the horizontal gravity to 0 manually and set the horizontal velocity to a flat value which matched the speed I wanted them to go.
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