Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

UnJump-For Big JamView game page

Submitted by Toto Tota — 4 days, 2 hours before the deadline
Add to collection

Play game

UnJump-For Big Jam's itch.io page

Results

CriteriaRankScore*Raw Score
Originality & Innovation#443.3573.357
Fun & Game Design#753.0243.024
Overall#1252.6332.633
Audio#1262.4762.476
Theme#1732.2142.214
Graphics#1892.0952.095

Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
Submitted

Interesting idea and well made game. Good job :)

Submitted

I like the concept. For some reason I couldn't jump while running, which was pretty annoying (probably not ment to be that way). I would make it dynamic, so that on mobile the left thumb controls the left and right movement + the gravity, and the right thumb controls the jump and strength.

Developer(+1)

Strange, I will fix it after the jam, thanks for the feedback!

Submitted(+1)

Fun concept; to improve on this, I think that you could take into consideration how your game plays. The game works well on mobile but for PC users- having the arrow keys be the player movement instead of WASD was a missed opportunity here.  Having Space key as jump requires your left hand to be used for space and right used for arrows- but to change the values of your jumping sliders you have to remove your right hand from the ARROWS to move the MOUSE. This makes the gameplay less fun, and a bit annoying to manage. It breaks the game feel. 

It works well for mobile, because of how little the users hand has to move to make those adjustments quickly and return to the game. For PC, it adds more steps and longer wait times between actions.

Submitted

Fun concept being able to change the gravity and jump as a slider. Low gravity gang all the way. I wish the values would stay after death, it would make trial and error a little more fun. Great job on this little platformer.

Submitted

Fun game idea, though a bit repetitive on the levels, but a solid base to build on <3

Submitted

Really fun idea to control properties of the game! Often though I thought why not always have it at max power? I think with more time to develop though, you could create more levels that balance it out and maybe add other properties like run speed. I think your idea would be great for a full game!

Submitted (1 edit)

I had fun with this! My favorite part was definitely the jump where you had to thread the needle through the small opening. More clever stuff like that would keep me interested while playing. On the same level, I did run into some hit boxes that seemed off but I was still able to make it! After that part, I couldn't tell where the end was. I think it would be helpful if there was a camera pan through the level at the beginning, and then the player could think about what kind of jumps they will have to make. A 'view map' option could work too.  Either way you have a really solid core mechanic here. Another thing I wanted to add was the AWSD controls would fit this game better since you are using the mouse. Keep it up!


Developer

Nice Idea, thanks for the feedback!

Submitted (1 edit) (+1)

Pretty cool gimmick, It encourages experimentation with the 2 values! This type of game can definitely benefit from secret level exits/collectables littering each level because of all the things you can do when you can control your own gravity and jump! (it'll be cool if in the future there could be enemies/hazards that can also be effected by the gravity slider too!) Problems include there being too many blind jumps, the meters resetting when you die, and the hitbox for the spikes being too big (try giving the spikes a triangle shaped hitbox), I couldn't even find a way to get past that part where you squeeze through that small gap with spikes on the bottom because of their hitboxes, so I just got the highest jump force and lowest gravity and did jumps off the tall wall until I went over it. I also couldn't help but notice that you used the default GDevelop stock platforming template/example game graphics too.

Edit: Oh yeah, the main menu just says "TITLE" instead of the name of the game, and you have to stretch the meaning of the word unstable a bit too much to try to make this game fit the theme for this jam.

Developer(+1)

Oh, yeah, forgot about the title, I will defenitly fix it, good job on seeing, and thanks for the feedback!

Submitted (1 edit) (+1)

I like the game. If the theme is unstable giving me the controls of the gravity and jump force makes it more stable. Rate mine if you have the opportunity.

Developer

Thank you!


I will!

Submitted (3 edits)

Great job! I had a lot of fun figuring out which ratios of jump strength to gravity worked for different situations! I feel like these mechanics give this platformer a puzzle element!

I believe this game takes the theme in a very intriguing direction--if we consider a ratio which allows us to complete one situation as "stable" then we would lose stability when the situation changes and our previous combination (or the default one) no longer applies. This would call for us to "re-stabilize" the jump strength and gravity ratios once more to suit the new situation--which requires trial, error, and prediction on the player's end to create a combination which will once again allow us to progress. In these ways--this game is actually quite good at incorporating the theme! As the situation and ratios required to progress are always variable--the game incorporates instability into the gameplay and player experience. Very clever~

I really really loved the situation where the player had to squeeze through the opening with the spikes at the bottom. Through trying to solve this scenario, the player is taught that the gravity is floatier than the jump. Where before we could super jump by maxing both bars, we now require careful calibration--which shows us that jump strength and gravity are mechanically different--it may be slight but slight is significant when it comes to precision platforming. This game encourages mastery, problem solving, and planning! Games like this tend to have more niche appeal but when it comes to indie games--niche is always better!

I'm not entirely sure why some of the commenters in this section (like 2 lol) weren't very helpful or encouraging. I think this game is great and the dev shouldn't abandon this game after the jam--I wanna see them add the shortcuts they mentioned in the comments and additional levels. I had a lot of fun with this game! Keep it up!

Edits: Grammar 

Developer(+1)

Thank you so much for this massive and encouraging comment, I will try to expand this game to a good state! Thank you again!

Submitted(+1)

Wait how did you get through that small opening with the spikes on the bottom? I couldn't find a way because of their unfair hitbox and had to moon jump off the wall repeatedly to go over the wall. He should also probably change the default GDevelop platformer game example graphics if he wants to further develop this game into a more finished product too.

Submitted(+1)

I got through the opening by testing and tweaking the gravity and jump power. I went a bit higher on the gravity and lower on the jump (I think it was in the 150-250ish) range. I didn't recognize that the graphics were default--I don't have much experience with GDevelop. I do agree with you that adding their own graphics would be a great step in polishing the game; the assets don't have to be perfectly crafted but doing their own art or partnering with an artist is very important for making finished product--especially on future projects! 

Submitted(+1)

Fun to play ! :D

i love the idea of controlling the player gravity and jump force ! :0

well made !

Submitted(+1)

It's a great start. Would be cool to control the settings with other key bindings so you could alter them on the fly. Good effort!

Submitted(+1)

The idea has a lot of potential, but I think need to be better integrate in the game play, and the game feel. Levels are a little difficult because you don't see... A better camera maybe. But nice, was a good experience.

Submitted(+1)

We can jump like both on Earth and Moon in this game.
Very fun.

Submitted(+1)

Good game, very nice game!

Sliders were a bit confusing and break the flow. Maybe another button (arrow keys) can be assigned to control gravity?

Submitted(+1)

Very fun game :) resetting the sliders on jump was a bit annoying but pretty creative and good level design

Submitted(+1)

Very interesting idea that the player himself adjusts gravity and jump height. A relaxing platformer with an interesting addition.

Submitted(+1)

Very simple, enjoyable game

Submitted(+1)

I really like the customization with the jumping and trying to figure it out. Maybe some spikes at the top to prevent making the jump the strongest it could be to beat most things. Graphics are really nice, level design is mostly good. I like the music too. Good job.

Submitted(+1)

This is a really cool game. I like how it came out Good Job!

Viewing comments 28 to 9 of 28 · Next page · Last page