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A jam submission

Amouti's JourneyView game page

Find your way home
Submitted by AlinaIsHere, Bochinator, seabe_z, yaro0, Brandon Toledano — 3 hours, 6 minutes before the deadline
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Amouti's Journey's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#122.4493.000
Graphics#152.8583.500
Audio#152.4493.000
Technically Sound#172.2452.750
Innovation#171.2251.500
Theme#171.8372.250
Overall#172.1772.667

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

So the character feels very good to run around with, with a lot of speed, tall and easily adjustable jumps, and almost no momentum. It does make me wish that it was used for a more of a speedrun-focused game with tighter platforming challenges, rather than a puzzle platformer. For some reason, the shooting feels kinda delayed and only happens like half a second after you actually click. Also, it's hard to tell if you're doing damage to enemies at all. For those reasons, I found it a lot more fun to just run around the level and complete it as fast as possible than to stop and fight each enemy. The parallaxed background and foreground look really good, but I do wish there was a bit more music variety. The same song is used throughout the entire game, and it felt repetitive after a while.

Developer

Thank you! I handled the level design but don't have much experience with platforming. How would you make it more challenging? The issues you mentioned are sadly due to the time restraints, music especially.

Submitted

My problem with the levels is not that they are not challenging enough, but that they feel incompatible with how the character controls. If I were to design these levels with the current character's movement in mind, I would probably get rid of the enemies altogether or just make them die in one hit. I would also get rid of the puzzles and replace them with pure platforming challenges. That's because I would want the game to focus on speed and precision rather than solving puzzles. If I had to make a character controller with these levels in mind, I would probably make the player character and enemies slower, and give the character smaller jumps. Don't take my word for it, cause I have no idea how these things would actually affect the game in practice. This is just my opinion, and I also have limited experience in designing platforming levels :)

Submitted
Deleted 286 days ago
Developer (1 edit) (+1)

Hi! Thank you for taking the time to play our game :) Yes, we were aware of the bugs when we submitted our entry, and we have since fixed most of them. If you'd like to play the new and improved version, please feel free! It was an ambitious game with 2 fleshed out levels of gameplay + a final cutscene and credit montage, all with original art and sound. Plus a pretty neat UI eheh.