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Jump Over the Rainbow!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #37 | 3.097 | 3.097 |
Gameplay | #54 | 2.548 | 2.548 |
Overall | #55 | 2.750 | 2.750 |
Mood | #57 | 2.548 | 2.548 |
Visuals | #61 | 2.806 | 2.806 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
URL
https://github.com/phantomsyntax/GameDevJam2021
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Comments
I had some issues with it. The game screen is vertically too large to fit on my FHD display (without setting the browser to fullscreen-mode, which is still having only a window for the game, just with the browser window's title area and the taskbar not being shown), so it definitely needs to be configured on the game page for a regular full-screen mode.
Also, for me there is a large pink triangle in the middle, not only in the start screen but during game-play as well, which made it exceptionally hard to play because a big chunk of the game was hidden underneath it (and it's right in the center).
Also, first time I loaded it, I double-clicked on the triangle and got an Unity error message. After a page reload it worked, though.
Another attempt, got the error message again:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: index out of bounds
Bonus for having a "BuildLinux.sh" in your project source. It seems you call Unity from WSL to run the build process?
When I tried to run it like you do, I simply get an error message:
time Unity -quit -batchmode -logfile build.log -executeMethod MakeBuild.Linux
Aborting batchmode due to failure:
executeMethod class 'MakeBuild' could not be found.
Argument was -executeMethod MakeBuild.Linux
What works for me is this:
Unity -batchmode -accept-apiupdate -projectPath "$PWD" -buildLinux64Player "$PWD/builds/linux/${pwdbase}.x86_64" -quit -logfile build-linux.log
(I have a link to Unity in my $PATH, prepare a target directory of "./builds/linux", and pwdbase is just the result of "basename $PWD")
My native build runs much better, no pink triangle there :)
Now that I could appreciate the graphics and game-play so much more, I could give it a better rating, too.
(While it's still in windowed mode, the window is actually smaller than the frame in the browser version...)
Thank you for checking this out so extensively! You're absolutely right about WSL on the build script (it was my first try at tackling build scripts based off an early suggestion from my brother). I need to update the README on a couple of items like this.
Very glad that the native deploy worked better for you!
I have since expanded my own build-script to extract the Unity version from the project's files, use better naming of the path for building, and preparing a zip archive ready for upload :)
That's a great idea! I was chasing pulling the project title as well to add to the executable name instead of a hard code.
That might be another way to do it. I just opted to take the project's path as the name :)
Good base for creating an interesting endless runner game. Well done!
Thank you very much for taking the time to play it!
Nice game, I left some feedback while playing it on my livestream tonight that you may want to check out. Mainly on sound and music as well as some visuals and little mechanics like maybe not being able to move sideways while crouched. You can see the replay of it here if you would like
Oh, wow! Thank you for doing this for the community! Getting to see someone else play it really helps put things into better perspective and lets me see where I could have made a lot of adjustments. That QA stage is soooo important!
Thanks for watching
Nice looking and quite fun. I had some issues with some of the glitches, but still not a bad game..
Thank you for taking the time to play and comment!
Great submission, Love the jumping animation,
Thank you very much!
Simple and fun skating game! There were some glitches, like the head peeking out through the hair and the camera sometimes switching to first person after a jump, but well done!
Thank you for playing! I noticed the camera glitch occasionally but couldn't reproduce it enough to figure out where to make adjustments to the camera collision. Appreciate the feedback!
I really like the animation.it felt so satisfying, I noticed that the head kind of seen through the hair. I like the music.
Thank you for taking the time to play!
Music fits the game well! I had to loose a few times to get the hang of it, but eventually I got the idea and btw the controls were spot on, it was about me not able to figure out when and what to jump over etc :D
Thank you! I think the obstacles need a bit of work after seeing some other comments with similar and doing some replays myself. Really appreciate the feedback!
The controls felt pretty smooth and intuitive, which you don't always see with a game in this style. I noticed the 3D model glitching too, but no worries, this is a game jam after all. Bugs are expected. :) I wasn't really sure how the game fits in with the theme but then again I didn't get very far. Nice work though overall.
Thank you, very much! This was a really great opportunity for me to get a handle on Unity's new input system and just how it handles Event calls in general. The model definitely was not suited for those animations..
Some really nice touches to this game, movement worked well. The animations were nice and the music fitted the game.
There were glitches with the original 3d model showing through your overlay and I wasn't 100% sure why certain things were happneing (as already said below) exploding coins.. checkpoints that didn't seem to do anything etc.
Saying that you got a game together that works and got it submitted so congrats!
Appreciate you playing! Glad I finally took a chance to do a game jam and have definitely learned a lot so far.
Good game! The controls are easy, and I didn't have any problem loading. Good work!
Thank you, very much!
The game took a while to load for some reason. The controls were easy to work with. I found that the character was changing its hair color while skating. Either blond or brown hair for some reason. Enjoyed it :) Thanks for sharing!
christh had mentioned slow loading as well. I'm wondering if it's the overall game size(?). Will have to see if I can reduce it when posting some additional fixes. Thank you for taking the time to play and apologies for the troubles getting it to load!
Main menu is pretty, I like the music, the hair of the girl was glitching to me but it looks cool, I liked to play it, there're rooms to implement a lot of cool stuff.
I appreciate you taking the time to play and leave feedback!
Why do the coin explode? Why is there a banner of Unity? Why is the checkpoint not acting like a checkpoint? I have so many questions...
I don't think it's bad, but I think there's a lot of little aspects that could be reworked.
Hi! Thank you for taking the time to play it! I don't have good answers for the first two questions other than they were free assets that I had available in the project that I felt would be easier to replace further down the road once I fleshed out the meat and potatoes.
Would you mind to elaborate some more (if you have time) on the checkpoints issues you were having? Thank you, again!
The checkpoint wasn't really an issue, but in my mind a checkpoint is a place you restart from in case you die. I guess in a racing game it could also mean a place where your current time is recorded? Might just be a language issue from me :P
Hey Phantom,
I wanted to play this one but I just get a blank screen in Firefox and Edge. Is it just my machine playing up?Thanks! Edit: it just loaded - maybe my connection was slow.Nice game. Working an infinite scrolling parallax effect in a 3D environment is really hard - it's something I managed on a Godot project (in 2D) but still have trouble with in Unity. I'm sure you've tweaked it a lot but I think maybe the obstacles should move a little faster.
Thank you! I've noticed some of the WebGL games seem to take a moment to load up first time but I wasn't sure if that was my connection or maybe it's an optimization thing(?).
Yes! Out of interest what's the size of your build? Mine is 20MB (and most of that is the music) - though obviously it's a very graphics-light 2D game. I'm not too knowledgeable about Unity's build system, but a side effect of my WebGL build problems was me cleaning out absolutely everything unused in my asset folders.
Looks like the final WebGL zip came in at about 65M. I had read that Unity was pretty good about packaging only items that were used in your selected build scenes but I'm sure there is some additional fat trimming I could have done..
*edit* I also chose the speed over the size parameter in the build settings.
My internet connection is terrible so it's probably just me. I also used 'speed' - tried 'size' for fun earlier but it made no difference!
A very relaxing game :)
Now I can say that I skated on a rainbow!
Thank you for the feedback and for playing!
Love that opening rainbow screen :). And the game screens fun to :D.
I'd just like it to last longer :).
Thank you! I'm looking to add either additional levels and/or bump up the checkpoints to increase the play time. Thank you for the feedback!
I really liked the audio style and the colorful scenario! I think you did a pretty good job with the sound FX and animations. :)
Here are some tips to improve it: I found a bug with the character getting bald (her hair move a bit forward) and noticed that the ground is moving "faster" than the obstacles.
Thank you for the feedback!
I'm a fan, its something different and I like the graphics and the sounds work.
I think you should keep working on it.
Thank you, very much!
Nice chill endless
runnerskater? Oh wait, it has an ending. Still feels like one. Your strength is definitely in your audio. The sound effects were super on point and that music was great.The hit detection and visual fidelity of the jump obstacles was really challenging. They seemed to be moving? Almost like a parallax effect with the ground. It was really difficult to get the jumps right. I'm not sure how to fix that though... Maybe get them to stick in place in the ground first so the player can time a jump better?
Overall, it looks REALLY nice. You put a lot of polish on your strengths and it shows. Great job and well done! :)
I completely agree with you, the obstacle spawn mechanic was put in with a random speed modifier originally. The more I played it, the more I felt it didn't quite feel right but wanted to balance the time I had to really fleshing out a full product.
Thank you a ton for the kind words!