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Jump!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #63 | 3.111 | 3.111 |
Audio | #76 | 3.000 | 3.000 |
Technical | #99 | 2.778 | 2.778 |
Creativity | #110 | 3.000 | 3.000 |
Overall | #111 | 2.822 | 2.822 |
Visuals | #158 | 2.222 | 2.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Rule
Rule B
Only used the colors in the greyscale
Theme
No
This game does not follow the optional theme
Original Art
Yes
Created own art
Original Audio
No
Didn't create own audio
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Comments
The concept is actually very similar to my game, in that it's a platformer about swapping colors to change platforms, but honestly i feel like you pulled it off better than i did, the controls are a bit too "stiff" but i guess i can't really talk because mine were way too slippery. overall, it was pretty fun.
The concept is actually very similar to my game, in that it's a platformer about swapping colors to change platforms, but honestly i feel like you pulled it off better than i did, the controls are a bit too "stiff" but i guess i can't really talk because mine were way too slippery. overall, it was pretty fun.
I liked the platformer. Liked the idea of having to be active and with the colour swaps. It did end up costing me a life a few times but feels like a good skill based mechanic.
Some of the leaps of faith were a bit frustrating since you wouldn't know which direction to go to. Having said that, personally I liked having to jump and figure out where the plaform is by failing. And then slowly getting to build up a picture of the level that way.
The only thing for me would be to have a some sort of indicator in which direction I should go at the start of the level.
In game camera needs a bit more work, since some platforms were out of view. On one level, I find it hard to just have the whole thing dedicated to "a leap of faith". In other words, simply falling and not having a clear visual on where the hazardous objects are is kind of frustrating.
It seems to me that you guys didn't know how else to deliver with the mechanic, instead of constantly jumping and pressing shift at the right time.
Hey Obarrosso,
thanks for your feedback! You're right, we should add a visual indicator to show the player where to go. Also you're right about the fact that we didn't know how to implement other ways of challenges in our leveldesign.
We will look into this in our next GameJam entry. :)