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A jam submission

Mt. MajorView game page

A precision platformer with scaling mechanics
Submitted by Kristoff Red (@NitroGenStudios) — 1 day, 4 hours before the deadline
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Mt. Major's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#623.5933.593
Gameplay#743.5563.556
Overall#993.5193.519
Theme interpretation#1273.5193.519
Graphics#1303.5563.556
Innovation#1453.1853.185

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/NitroGenStudios/MtMajorSourceCode

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Comments

Viewing comments 20 to 1 of 22 · Previous page · First page
Submitted (2 edits)

This was fun to play! It took a little bit to get used to the controls (I kept switching between left shift and right shift, right shift + space + wasd ended up being what I settled on.) I got super stuck at 4-1 and had no idea what I was doing wrong. The mechanic the level was asking me to pull off didn't click for me until I watched some gameplay from your youtube video that showed the long jump leading to a super high jump. I saw that and immediately went "Ohhh that's possible?!". With that knowledge I did pretty good until 5-2. I just couldn't seem to get enough jump height from the second platform, it took me a ton of tries... I kept thinking that the speed of the platform rising would transfer into my jump speed, but it seems like I actually jumped higher when it stopped moving which kind of confused me.

Not finished with this yet, but I'm currently at 6-1. The game's got its hooks in me, definitely a good thing! Hoping I can finish it sometime. The art style is simple, but nicely polished. Music and sound effects are great as well. I know nothing about music theory really, but I did happen to know some of the names of the levels and thought that was a really cool idea for level names. Very cool game overall, great work!

Developer(+1)

Thanks! I'm glad you enjoyed it and good job for getting that far!

For some music theory: The major (or ionian) scale has 7 modes which are the level names in the game. To get each mode, you just shift the starting note of the Major scale, for example, if you start on the second note, you would get a Dorian scale. Here's an image that showcases it well:

Each mode is a seperate scale and each of them have unique qualities which makes them really cool to use. Each level has it's music made with it's own scale, which was a real challenge as I don't usually use them that often (especially the Locrian one, that's honestly terrible).

Submitted

I loved it! Amazing game dude🤙🏻

Submitted

Definitely one of the better games I've played. The mechanics are fun to learn and the level design is very good ! It also feels good to play. There's a whole lot of polish and it might be the start of something great. The only thing I would tweak a little bit is that it feels like the player can be too slippery at times which makes it hard to control precise jumps. Maybe it's part of the intended experience though. In any case, it's a wonderful game. Good job !

Developer

Thank you! Yes I want to work on the player movement a bit more after the jam to make it feel better, thanks for telling me the part you would change, it's really helpful.

Submitted

You clearly put a lot of time into the mechanics here - I love it. The boost jumps are dope and feel really nice to pull off, especially with the added visual effect. Great music, very appealing graphics - even if they're simple, there's enough polish and flair that it doesn't matter much.

I did call it quits before I beat it, unfortunately. The level that got me was the "wall jump boost to high jump boost" one. I was able to make it to the final jump, but even when I pulled off the high jump, the momentum from the first boost carried me right into the death wall. I'm sure it's beatable, but that's where I ran out of patience.

Developer(+1)

Thanks for playing! Good job for making it that far, 4-3 (I'm assuming you're talking about that one) is definetly tricky map that I want to adjust if I ever release this game. High jump "pullbacks" should be way later in the game from a difficulty standpoint, but it's a thing I haven't noticed during development and playtesting with others.

Submitted (1 edit)

very celeste-esk, in the best way!

good idea, nice control,but too hard, way too hard

Developer

Good job for getting so far! You could use the playthrough as a guide if you feel stuck and want to play through the rest of the levels.

Submitted

I really liked the aesthetic of the game, but I think the controls/movement could use some refinement. Many times, I could not wall jump, and I wasn't sure why. Really liked the effects and screen transitions.

Developer

Yeah I know about the walljump bug, but so far I haven't managed to recreate it even with the help of a video someone else made of it. It's really weird how that glitch never happened to me for 28 days straight while I was making the game.

Submitted

Well-put together game, constantly reminds of Celeste (despite having a unique mechanic that sets it apart) and it has difficulty to match. So far I have made it to the Phrygian stage. The graphics are minimalistic but that doesn't mean they're bad, in fact it's beneficial to be able to see the collision boxes directly, something which Celeste couldn't do. Music is fitting and not repetitive. Solid rating on all counts.

I struggle with consistency especially chained jumps but I think that's more of a me-issue because I have the same problem with similar games. Make sure you have horizontal momentum if you are trying to chain a jump or it will behave as though you mis-timed it.

Travelling through walls be like:

Developer(+1)

Thank you for playing the game for so long, I really appreciate it!

Submitted (1 edit)

Very fun! I loved the platforming mechanics. The variety of different jumps is nice to have and there is enough different environmental challenges, too.

I think it's a very clever idea to include hints about where to jump and which jump to use. I never felt stuck. The game is challenging enough so I didn't feel spoiled the solution of each level. But I could see that some other players would want to turn most aggressive hints off.

The graphics look nice with very clear hitboxes which is important for hardcore platforming. Also, there are a lot of particle effects to make it look more interesting.

I didn't have any in-game audio on Windows. That's a technical issue, but I plugged in a different speaker and it fixed the issue somehow.

Overall, it's an awesome game! Great job! Good luck with your future projects!

Developer

Thank you for your feedback!
Yeah the audio issue is probably on your end. Did you check the settings in the pause menu?

Submitted

Yeah. I fixed it. Thank you

Submitted

Visually nice but couldn't get past 2-2 due to control issues. 

Developer

Can you tell me what kinds of control issues?

Submitted

Positives:

  • The game overall is interesting, with some engaging mechanics.
  • The concept of the movement/scaling/jumping mechanic is fairly novel, but I've seen it in some other platformers even if not all together,
  • Level 3-2 presented a fair challenge without major issues.

Things that could use some polishing:

  • Movement/scaling/jumping mechanics need refinement; input often doesn't register correctly, especially in level 3-1 and 3-3.
  • Inconsistent performance of controls; sometimes Shift/UP works better than Shift/Space, and vice versa.
  • Encountered a significant bug in level 3-3 leading to a blank screen and game freeze after 6 or 7 failures on trying to get the timing right, if I even could.

The game has an interesting premise but is hindered by technical issues in the movement and control mechanics. The inconsistency in input acceptance, especially in critical moments like run/jump or scale/jump sequences, detracts from the gameplay experience. The game's design elements are somewhat reminiscent of "Thomas Was Alone", in my opinion. Thanks for submitting, excited to see if you continue it and I'll save it for if you make changes later!

Developer

The inconsistent performance of controls can only be placebo as all of the buttons are mapped to the same input. 


Your timings must be very off that the inputs don't register correctly when you do springjumps and longjumps. You're supposed to be pressing shift and space roughly at the same time. I implemented a double buffer system where you can be both early and late on the timing and it should still count.

I'm currently working on an update that aims to improve the tutorial around these mechanics, and makes the game slightly easier overall.


Thank you for your detailed feedback.

Submitted (2 edits)

For clarity on the controls-issues I was seeing - I screen-recorded me doing the "scaling" and had a keypress-display on and you can see, if you choose to watch it, that I press space multiple times on some of the falls without the player jumping across - even with the sound effect running that's supposed to mean it's jumping.  It appears that others have had this issue, too, but the same thing is happening when I'm performing a jump.  Sometimes it jumps, sometimes it just changes orientation. Looking forward to playing a future build if there is one!

Developer

Thanks for the video. Can you try to replicate the issue on the newest version? (1.1)
I tried doing it on both the old and new version but I couldn't get the same result. The closest I've gotten is if I held W while I was sliding down the wall, but that doesn't play the jumping SFX when I press space.

Are you holding up while sliding down and trying to jump?

Submitted (1 edit)

I'll try this today, thanks! I'll reply back later. And no I wasn't holding an additional direction when pressing space. 

Submitted (1 edit)

I enjoyed the glowy levels, not the biggest fan of "I'm literally just a rectangle" as a protagonist, but considering the shape-shifting mechanic and the rest of the game's style I think it works well here, just wish you at least threw some black rectangles for eyes on him. The game gets a bit challenging and the levels are pretty neat with how they use the whole shape-shifting thing. I loved the transitions and ambiance, the game feels really polished. Good job on the game!

Developer

I actually tried adding eyes to the player and it looked really weird so I just left it out. Yes it's boring and the original plan was some sort of slime with softbody animations but I'm not good enough at godot to do that just yet.

Submitted

So, it's not the kind of game I like (because we must be patient and skilled lol), BUT:

It's very simple and very good. The artstyle is simple and very effective (although I would prefer flat platforms so I know exactly where I am and when I can jump). The music works well for the atmosphere 

Overall, I think it's a success :)

Submitted

The music sfx is really nice and the aesthetic aswell. It gives out a nice vibe. However, the movement felt a bit clunky. I had a lot of problems with the wall jump. Especially in 2-3 "Too many walls". In the area in the photo I couldn't jump most of the time, I just kept sliding down. It made it really frustrating. 

I eventually gave up after some minutes in level 3-1 because I could almost never make the jump and when I did it was too late so I jumped into the spikes. Most of the times the character wouldn't jump when I pressed space in that level. 

Some times when I am wide and press the up arrow I jump sometimes and sometimes nothing happens. It felt like a bug.

I liked that you introduced new features along the way and I noticed that you had some form of save system aswell. Good job! If you managed to fix the jump bug I would like to try it again :)

Developer

I'll look into the bug and fix it tomorrow. Thanks for describing it clearly I have some ideas on why it might be bugged.

Submitted

Let me know when you have a new build and I could test it out again :)

Submitted (1 edit)

I could not pass the wall jump part. I understand what I need to do but I simply can not.  Game was fast enough to restart the levels when you die which is good.

Submitted

Great game!! But I was stuck in the combined jump stage. I liked the mechanics and the idea of the central hub where you can use your newly learned skills to excess the next level. I'll keep this idea in my mind :) 

Developer(+1)

There's a playthrough on the itch page you can use as a guide! Thanks for the feedback.

Submitted

Aesthetically very beautiful. I really liked the background effects you included (the snow and Pentagons) and the glow around the player. In general, very well executed low-poly style.

Sound design is excellent. Music and SFX all feel appropriate, and the background blizzard ambient sound really adds to the atmosphere of the game.

Concept feels innovative, and definately fits the Jam Theme.

I did find the controls a bit clunky to use. I found having to press [Space] and [Shift] at the same time to do the correct jump awkward. Also, I ended up getting stuck on Level 3-3, I just could not work out what I was supposed to do.

Overall, very strong submission. Great job!

Developer(+1)

Thanks for the feedback! 
There's a playthrough on the itch page that you can use as a guide. I agree with the controls issue, I don't think there's a way to fix it without destroying the idea of the game.

Submitted

Really nice visuals and polish. I liked the mechanics and the idea of the central hub where you travel to the different "worlds/levels". 

Tho the wall jump was a bit buggy since it didnt work half of the time.

Developer (1 edit)

The walljump is not buggy, you can only walljump when you are wide. That's what 2-1 and 2-2 teach you. You can climb when tall, and slide + jump when wide.

Submitted

I am aware. The problem is that it sometimes just didnt work

Developer

what do you mean by didn't work?

Submitted

sometimes i had to spam space multiple times for it to work

Developer

never happened to me before, what OS are you using?

Submitted

windows

Submitted

Nice well polished game, the visuals and mechanics were good. I did encounter some bugs where I couldn't jump anymore though

Developer

Can you tell me how you managed to get that bug? It might be intentional since I haven't encountered anything like that in my playtesting sessions before.

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