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broken spacebar's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1046 | 3.211 | 3.211 |
Overall | #1635 | 3.078 | 3.078 |
Originality | #1832 | 3.178 | 3.178 |
Presentation | #2670 | 2.767 | 2.767 |
Ranked from 90 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
it is a jump'n'run, but you only control the running, the jumping happens randomly and is therefore out of your control
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Nice game and fits the theme very well. I personally am not a big fan of the negative timer because having the timer suggest some kind of possiblility to plan ahead your jump. But if the jump does not always happen at 0, why have a timer in the first place?
Nontheless it's still enjoyable! :)
Really enjoyed this! Having the timer was great (could maybe have been bigger?) to make the play feel not too out of control whilst still having a tricky gimmick to muster. And great idea with the tutorial!
Thanks for the feedback! yep, the timer needs some more tweaking, but without it the game felt too unpredictable so I added it :)
Maybe the tutorial was a little bit confusing, but cool idea overall!
Thanks! yep, I'll improve on that in a post-jam update
Introducing your main gimmick was super cool and fun - that was a really cool, yet informative, way to tell the player what's going on (aside from the title of course)
Thanks for the feedback! I might add a platform too far out of reach so that players who don't understand it immediately don't get frustrated right at the beginning, and have the spacebar break into multiple pieces, but for a last minute idea I think it turned out pretty cool :)
Short game, but fun to play. There is a bug that lets you jump really high and you can easily reach the goal on some levels that way. (Getting into the Negative timer, jumping makes you go twice as high then)
Thanks for the feedback! the negative timer letting you jump higher is intentional, so that falling down is less frustrating because you get the chance to recover. If you position the player very close over an edge, the groundcheck fails however and that mechanic can be exploited, I assume this is what you've noticed. I'm not entirely sure how to fix it, but I hope I can pull it off in a post-jam update :)
Haha true, that’s what I used to jump higher
This was really well done! the humor really made the experience. the timer on top telegraphed when to jump really well!
Nice concept! Sorry about the tulips though.... Here's mine https://itch.io/jam/gmtk-2020/rate/697413 feel free to check it out :)
Cool concept, I really enjoyed it!
Nice work! :D
Cool concept! I.. May have stomped on a few tulips.. ^^;
Funny little game, liked the timer mechanics!
Sorry for stomping on your tulips
Took me a long time to do that last level! Really enjoyed this one. Music is gonna be stuck in my head for days!
I love that when the time get negative during falling, you jump higher ! It's not really used in these levels, and I don't know if it's intentional, but it could be a really cool mechanic !
Thanks! yep, that mechanic is intentional, I put it in there to make falling down less frustrating, so the player has a chance to recover a fall. I planned to make more (vertical) levels, so the mechanic can really be used, but didn't have time for that. I might add some of those levels in a post-jam update though ;)
Nice idea! The jump feels a bit frustrating tho, even if there is a timer to tell you when it will happen.
Too hard to cntrol but very nice idea!
good idea, it need to be more specific on the destroy de space
What a cute little game and a great concept!
The colider for the character was a little off but the mechanic where "red" jumps reach higher made the bug enjoyable somehow. Good mechanic.
However i feel the controls were a little inprecise as it was hard to line up jumps consistently
Well done!
Thanks! yep, fixing that Collider was part of my todo-list from saturday on, but I had no idea how to go about it since it was a single GroundCheck GameObject as part of the CharacterController by Brackeys. Haha yep I cheated with staying on the edge like that during testing too, if that bug wouldn't exist the mechanic should rather take some frustration from falling down, since you might be able to recover because of it. For the controls I'll have to do some experimenting to make them feel more precise, but thank you for all the feedback !
This is a good concept, and I like the abstract aesthetic. My major feedback is that the game requires a lot of precision, but the time between a missed jump and an eventual re-spawn drags out too long. Other platformers that demand a lot of precision (think Super Meat Boy) respawn much more quickly, which prevents the frequent deaths from being too frustrating.
Great effort!
Love the idea. Though it took a while to realise that I had to jump on the space bar at the start. Still, great game. :)
haha nice game!! The take onn the theme is really cool, I don't think I've ever seen that mechanic of timed jump. I'm pretty sure some interesting things can be build from it. Music is a bit too loud for me. Nice entry! :D