Fun and very polished game, reminded me of old flash games from middle school!
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Turtle Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #98 | 3.524 | 3.524 |
Audio | #104 | 3.439 | 3.439 |
Overall | #122 | 3.380 | 3.380 |
Game Design | #155 | 3.390 | 3.390 |
Fun | #165 | 3.280 | 3.280 |
Innovation | #170 | 3.171 | 3.171 |
Graphics | #181 | 3.476 | 3.476 |
Ranked from 82 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?
Reaching the portal at the end of the level will result in the level rotating, finding you needing to complete it again. Thus beginning anew after the end.
Did you write all the code and made all the assets from scratch?
All of the code is my own, most of the assets are free (credited) or owned (credited)
Comments
Nice game! Cool visuals and audio, I like that you have the stats for each level, makes it feel polished. Cool little turtle platformer, nice job!
Classic Web Platformer vibes I'm getting from this game, also I loved the [LEGALLY DISTINCT WARRIOR TURTLE PROTAGONIST]
I'd say a Solid 8/10
Visuals are impressive, sounds are also great! Gameplay is solid, however, the way how health system is working is a bit confusing (sometimes saws kill me instantly, while the other times they just hit me for 1 hp). The idea of playing the same level twice but rotated is cool, I like it! Nice job!
I appreciate you playing the game! I will notate that in my after action report. I "think" but cannot confirm atm, is that the issue is with the iFrames. I think for whatever reason they are not calculating right for the buzz saws so you are actually taking 3 hits at once. really appreciate the feedback!
Nice and fun game! I really like how you kind of teasered the second part of the level already! Though since this is a 2D plattformer, I have some material for you to improve on the game design on these parts, as the game feel is one of the most essential parts in 2D plattformers:
First of all, the character movement, you may or may not have heard of the so called coyote time and jump buffer, these are techniques to improve the player's experience a lot by giving them extra time to still jump even after leaving the ground and if the player shortly pressed jump before hitting the ground, he still jumps. And my biggest issue with the player was, that the jumps were not controllable - which made a lot of jumps more frustrating than they need to be. If you want some further informations, I'd suggest you looking into GMTK's Video about Celeste's Movement and the Plattformer Toolkit:
Another Thing was that the levels were a bit overwhelming, especially the first one! It's often times better to gradually introduce the player to new features and gimmicks, of course this is a game jam, so it might have been due to time management reasons, but I still strongly reccommend you looking into these two videos about level design:
The first is about how your level layout should be in general and the second one is how celeste introduces you it's new mechanics.
Another thing that might be intresting is synergy between the objects in your game, since if you design your objects to interact well enough, it can also create some intressing levels, but that's really hard to implement, so it's just something minor. Here is a video that talks a bit about it (and is in my opinion generally intresting) :
Also don't be scared because of this gigantic wall of text, it's just some stuff, that I reccommend people to watch, when making a 2D Plattformer, your game was quite good!
That should be a all from me, the comment got a bit long tho.
I appreciate you playing and I appreciate the feedback! I have seen all of the GDC talks on Celeste and level design and probably 200 other videos on level design and platforming as well as all of GMTKs videos lol. I watch a lot of YouTube. while I am bored at work. My game does have coyote time, it was one of the first things I build into my platformer character controller. I do agree about gradual introduction, but its a game jam so you have a little less time to play with that. I only had time to get 5 levels in and this is only the second game I have ever made so I mismanaged my time a bit due to some IRL stuff that came up.
Thank you for taking the time to write the detailed post. I really appreciate it!
Really fun game, great use of the theme. I may just be bad but at least to me the saws seemed to be up for too long making it really difficult to make progress without wating around for a while. Had a few times where i hit spikes on the side of a block when standing on top. Overall amazing!
Good job! I really love the idea! This must have been a lot of work to create levels that are interesting in both direction! Also the game looks very polished and finished!
Enjoyed your game idea, nicely done! Keyboard controls were punishing with some dangers being insta-death, also a bit confusing that other dangers only take 1 life.
Whoa, that is so cool I love the flipping mechanic, that is really interesting! Also, the fact that enemies stay dead is nice (maybe a little too rewarding sometimes). Also I love turtles. The snow particle effect in the background was a nice touch. One specific complaint is how in level 3 there is a wall of spikes at the end of a hallway of saws, I got mad at that wall of spikes. But the best thing about it was how polished and well-rounded the game turned out! Good job.
Amazing work! I liked how this game looks, it's very cool with a cooler concept
There's some points i want to highlight:
Knockback is too strong, atleast for me, sometimes when I get hit I fall in the spikes and need to start again, it's frustrating
The blades looks cool, but it's a bit slow
Some hitboxes are bigger than I though, it make some jumps harder than expected
Despite that I liked it a lot, I know you worked hard on it, i keep it up! :D
Thank you for the feedback, I really appreciate it! I do agree there were some wonky things with the colliders that I didn't get to fully work out and the blades are definitely a point of contention lol. The knockback I think is a problem with the way the physics are calculated (especially when moving) since it is a multiplicative force. I will definitely notate all of this in my developer journal and learn from it. Thank you!
Great platformer with tight controls, amazing level design that fits the theme and spot on graphics and audio. Nothing short of an amazing game!
Nice platformer, I enjoyed the rotating level mechanic! Great visuals and sound!
Minor critiques:
Never been a fan of platforming levels that require the player to jump up through a gap the size of the player - this has always been more frustrating than challenging.
Someone else mentioned the saw blades slowing things down and I agree for certain levels in the game. Make the cycles flow a bit more pattern wise. I LOVE how they look and their effects though.
Designing tight platforming levels is really hard imo and I think you did a great job overall! :D
Wow a really cool but tough platformer.
I think the idea is really great that the map rotates after you complete it.
But I think that some hitboxes are a bit too unforgiving which makes the game a lot more difficult.
That was pretty fun! I think it's just on my end, but I am 99% sure I got input lag or something, but people have been saying that the movement is good, so I guess my speculations are correct. Other than that, I thoroughly enjoyed playing your game!
Great use of the theme, the amount of polish you added to the game is great
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