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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